Couple if things worth discussing.
If you render in this order:
HUD
Gun/Cockpit
Collidable 'near' mesh world/level
Eyecandy 'distant' mesh (mountains/tall buildings etc)
Sky box/sphere/plane
..and use CameraRange to stop any overlapping/penetration (and z-buffer glitching), you should gain some speed due to z-fail.
Rendering the other direction:
Sky box/sphere/plane
Eyecandy 'distant' mesh (mountains/tall buildings etc)
Collidable 'near' mesh world/level
Gun/Cockpit
HUD
.. is easier to implement but will create much more overdraw.
Any comments?
------------------------------
It was considered very bad practise before DX9/10(?) to combine 2D and 3D every frame, because it caused a lot of slowdown/stalling on [most?] gfx cards. Now that 2D is emulated using 3D in latest DX anyway, does this mean that we can go ahead and mix 2D/3D again?
If you render in this order:
HUD
Gun/Cockpit
Collidable 'near' mesh world/level
Eyecandy 'distant' mesh (mountains/tall buildings etc)
Sky box/sphere/plane
..and use CameraRange to stop any overlapping/penetration (and z-buffer glitching), you should gain some speed due to z-fail.
Rendering the other direction:
Sky box/sphere/plane
Eyecandy 'distant' mesh (mountains/tall buildings etc)
Collidable 'near' mesh world/level
Gun/Cockpit
HUD
.. is easier to implement but will create much more overdraw.
Any comments?
------------------------------
It was considered very bad practise before DX9/10(?) to combine 2D and 3D every frame, because it caused a lot of slowdown/stalling on [most?] gfx cards. Now that 2D is emulated using 3D in latest DX anyway, does this mean that we can go ahead and mix 2D/3D again?