Ok it seems the queue bucket was reset ed after batching.
I had to add this code:
for(Spatial geometry : myBatchNode.getChildren())
geometry.setQueueBucket(Bucket.Transparent);
Ok it seems the queue bucket was reset ed after batching.
I had to add this code:
for(Spatial geometry : myBatchNode.getChildren())
geometry.setQueueBucket(Bucket.Transparent);
Sure. Size of the quad is controlled by the… size of the quad. Size of the grid cells would be controlled by the texture coordinate and size of the quad.
100x100 quad with tex coords 0…10, 0…10 will have 10x10 cells. And so on.
digging up an old post, if it can help
it’s the shader approach you mentioned before. Though the quad grid as pspeed mentioned is probably easier to implement.
Thanks a lot @nehon i will try that later too, even if i don’t use it will be for learning purposes.