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@@ -738,8 +738,21 @@ The rendering order of objects can be changed, although this is mostly
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useful for transparent objects (or opaque objects that perform depth draw
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but no color draw, such as cracks on the floor).
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+Objects are sorted by an opaque/transparent queue, then :ref:`render_priority<class_Material_property_render_priority>`,
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+with higher priority being drawn later. Transparent objects are also sorted by depth.
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+
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+Depth testing overrules priority. Priority alone cannot force opaque objects to be drawn over each other.
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+
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Next Pass
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---------
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-Sets the material to be used for the next pass. This renders the object
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-again with a different material.
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+Setting :ref:`next_pass<class_Material_property_next_pass>` on a material
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+will cause an object to be rendered again with that next material.
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+
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+Materials are sorted by an opaque/transparent queue, then :ref:`render_priority<class_Material_property_render_priority>`,
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+with higher priority being drawn later.
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+
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+.. image:: img/next_pass.webp
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+
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+Depth will test equal between both materials unless the grow setting or other vertex transformations are used.
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+Multiple transparent passes should use :ref:`render_priority<class_Material_property_render_priority>` to ensure correct ordering.
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