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Particles flickering #183
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A - internal
Internal change on a core system
C - bug
Something isn't working
C - enhancement
New feature or request
D - complex
Complex change
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Yes, there's no particle sorting. It's unfortunately both a critical feature and something hard to implement. |
Thanks for reply, I understood, so I I'll try to workaround this with lower transparency for now) |
Yes this is definitely your best bet. Sorry about that. |
djeedai
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C - bug
Something isn't working
C - enhancement
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A - internal
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Complex change
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Jun 6, 2023
djeedai
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Mar 19, 2024
When rendering particles in alpha mask mode, there's no transparency involved; each fragment is either fully opaque or fully transparent. Therefore we can use the depth buffer, and don't need some fancy order independent transparency rendering or distance based sorting (which are not implemented). This change enables depth writing when rendering particles through the `AlphaMask3d` render pass. This prevents particles from flickering, as visible in the `billboard.rs` example. Partially fixes #183 (for non-transparent effects)
djeedai
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that referenced
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Mar 19, 2024
When rendering particles in alpha mask mode, there's no transparency involved; each fragment is either fully opaque or fully transparent. Therefore we can use the depth buffer, and don't need some fancy order independent transparency rendering or distance based sorting (which are not implemented). This change enables depth writing when rendering particles through the `AlphaMask3d` render pass. This prevents particles from flickering, as visible in the `billboard.rs` example. Partially fixes #183 (for non-transparent effects)
djeedai
added a commit
that referenced
this issue
Mar 19, 2024
When rendering particles in alpha mask mode, there's no transparency involved; each fragment is either fully opaque or fully transparent. Therefore we can use the depth buffer, and don't need some fancy order independent transparency rendering or distance based sorting (which are not implemented). This change enables depth writing when rendering particles through the `AlphaMask3d` render pass. This prevents particles from flickering, as visible in the `billboard.rs` example. Partially fixes #183 (for non-transparent effects)
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Labels
A - internal
Internal change on a core system
C - bug
Something isn't working
C - enhancement
New feature or request
D - complex
Complex change
Bevy 0.10.1
bevy_hanabi - last version from git
Hello, first of all I would like to express my gratitude for this amazing crate!
I can't figure out why I have the flickering in my studying project:
Screen.Recording.2023-06-06.at.12.39.24-2.mov
Slow motion:
Screen.Recording.2023-06-06.at.12.37.51.mov
I created particles with this code:
And spawned as children of Sprite:
I'm not sure, but I guess that the particles are drawing in different order on every frame, and maybe this causes flickering
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