Overuse BlendMode.Alpha?

Hi there!



In my game, I currently save for each chunk all voxels data into one geometry. But some of my voxels might use transparency! So if I make the material use alpha blend mode and then set the geometry’s bucket transparent which contains all voxels, do you think it’ll reduce more my fps than if I use two geometries and then put every transparent voxels into one and every opaque voxels into another geometry?



Thank you :slight_smile:

ACtually you will destroy transaprency taht way, as it needs to be renderd After the opaqu and from front to back, if you only have one transparent object you will almost ccertainly get grafic artifacts.

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Small correction, transparency is rendered back to front. The opaque bucket renders front to back (in JME).



I think the original poster is talking about treating everything as transparent even if it isn’t… and that is a little wasteful though I wouldn’t expect it to matter in a measurable way.



But Empire is right that you potentially mess up proper sorting… depending on your materials and how often they overlap, etc… That has less to do with the opaque stuff being mixed in with the transparent and more with the fact that there is no proper way to render surfaces back to front when they are one huge mesh.

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Also the bucket sort is here to speed up the sorting process, putting everything in the same bucket kinda makes the thing useless.

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pspeed said:
I think the original poster is talking about treating everything as transparent even if it isn't...


Yep, you got it right. :D

Thank you all for your responses!