-
-
Notifications
You must be signed in to change notification settings - Fork 22
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Feature Request]: Set Render priority #44
Comments
Which properties exactly do you want to change? I also wonder if disabling the depth test helps? https://dd3d.dmitriysalnikov.ru/docs/1.4.1/classDebugDraw3DScopeConfig.html#a7743c67671bdce2e946991e0d66031f5 |
I was referring to the names of the properties in the shaders. I have not found how to increase the priority. I know how to enable transparency mode, but I don't really understand how to change the priority. |
I found it just ignores priority unless it has something like transparency enabled. This might be a bug in the engine, I don't know. |
(here godot.windows.editor.dev.x86_64.mono_3LMiEoPwzm.1.1.1.1.1.mp4I don't like the fact that transparent shapes are not sorted among themselves by distance to the camera :( |
It may be impossible to sort a shape, such as this one: |
Looks like the setting is working well. :) Is this going in a build soon? |
I'm not sure, but it probably doesn't suit me, because I use Is the current renderer priority solution suitable for you? |
Feature description
My scene makes use of a post-processing quad.
This means that any debug draw geometry gets put through the same post processing.
Ideally I would not like it to affect any of the debug lines drawn. It darkens them too much making them less useful.
If I had control over the material of the debug lines, I would simply enable transparency and increase the render priority
Implementation Ideas
A simple project setting to set these 2 properties would be all I need.
The text was updated successfully, but these errors were encountered: