Simon.Anderson Posted September 30, 2015 Share Posted September 30, 2015 Hi, I'm getting a big slowdown (when 50,000+ cubes in the scene) when using blend material settings on ANY static object - here's the line causing the issue in the mat file: <blend src="src_alpha" dest="one_minus_src_alpha"/> here's the full material that can be used as an example: <material name="BlockModel" parent="mesh_base"> <options depth_mask="0" post_deferred="0" post_scattering="1" post_refraction="1" glow_mask="0" parallax_mask="0" two_sided="1" cast_shadow="0" receive_shadow="0" cast_world_shadow="0" receive_world_shadow="0" receive_translucent="0" /> <blend src="src_alpha" dest="one_minus_src_alpha"/> <parameter name="diffuse_color">1 1 1 1</parameter> <texture name="diffuse">Block.png</texture></material> can anyone tell me why this is the case? I would like to set the alpha value of a material but without the blend information it doesn't seem possible. Is there a work-around for this? Thanks, Simon Link to comment
ulf.schroeter Posted October 1, 2015 Share Posted October 1, 2015 Rendering transparent objects is by principle more complex as it requires object depth-sorting in each frame for proper rendering results. With 50.000 objects this might take some time. Also some other engine-internal optimizations like e.g. better draw call batching might not be possible for transparent object surfaces. Link to comment
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