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Improve next_pass documentation in Standard Material 3D (#9762)
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huwpascoe authored and mhilbrunner committed Oct 4, 2024
1 parent 542a8a4 commit 619cea0
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17 changes: 15 additions & 2 deletions tutorials/3d/standard_material_3d.rst
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Expand Up @@ -738,8 +738,21 @@ The rendering order of objects can be changed, although this is mostly
useful for transparent objects (or opaque objects that perform depth draw
but no color draw, such as cracks on the floor).

Objects are sorted by an opaque/transparent queue, then :ref:`render_priority<class_Material_property_render_priority>`,
with higher priority being drawn later. Transparent objects are also sorted by depth.

Depth testing overrules priority. Priority alone cannot force opaque objects to be drawn over each other.

Next Pass
---------

Sets the material to be used for the next pass. This renders the object
again with a different material.
Setting :ref:`next_pass<class_Material_property_next_pass>` on a material
will cause an object to be rendered again with that next material.

Materials are sorted by an opaque/transparent queue, then :ref:`render_priority<class_Material_property_render_priority>`,
with higher priority being drawn later.

.. image:: img/next_pass.webp

Depth will test equal between both materials unless the grow setting or other vertex transformations are used.
Multiple transparent passes should use :ref:`render_priority<class_Material_property_render_priority>` to ensure correct ordering.

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