Write to depth buffer in alpha mask mode #305
Merged
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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 thebillboard.rs
example.Partially fixes #183 (for non-transparent effects)