Simon.Anderson Posted September 30, 2015 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
ulf.schroeter Posted October 1, 2015 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.
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