In the realm of computer graphics, achieving transparency that is independent of rendering order can be a challenging task. This issue arises primarily due to the way OpenGL handles alpha blending, where objects drawn later may occlude those drawn earlier with transparent regions.
The Issue:
The problem is that alpha blending within a single render pass operates in a depth-dependent manner. This means that objects with higher depth values, drawn later, overwrite transparent pixels of objects with lower depth values, drawn earlier. As a result, only the front-most transparent object appears visible.
The Solution:
To address this limitation, we must employ a multi-pass rendering approach. Here's how it works:
Pass 2:
By employing this multi-pass approach, we can break down the rendering process into separate phases for transparent and opaque objects. This allows for the proper handling of transparent pixels without the issue of order dependency.
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