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fixup
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huwpascoe authored Aug 16, 2024
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14 changes: 10 additions & 4 deletions tutorials/3d/standard_material_3d.rst
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Expand Up @@ -734,17 +734,23 @@ Material Settings
Render priority
---------------

This is mostly
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 opaque/transparent queue, then render_priority. With higher priority being drawn later. Depth testing overrules priority. Priority alone cannot force opaque objects to be drawn over eachother.
Objects are Sorted by opaque/transparent queue, then :ref:`render_priority<class_Material_property_render_priority>`.
With higher priority being drawn later.

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

Next Pass
---------

Setting next_pass material will cause an object to be rendered again with that next material. Sorted by opaque/transparent queue, then render_priority, then depth.
Setting :ref:`next_pass<class_Material_property_next_pass>` material will cause an object to be rendered again with that next material.

Sorted by opaque/transparent queue, then :ref:`render_priority<class_Material_property_render_priority>`, then depth.

.. 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 render_priority to ensure correct ordering.
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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