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Fixed GLES2 transparency order #28520

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merged 1 commit into from
Apr 30, 2019

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clayjohn
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@clayjohn clayjohn commented Apr 29, 2019

GLES2 was using sort_by_depth but GLES3 uses SortByReverseDepthAndPriority. Now using alpha no longer makes objects render out of order.

Code comes directly out of the GLES3 backend.

This may also restore render priority to GLES2, but I haven't looked into that in depth yet.

Fixes: #27141

@clayjohn clayjohn requested a review from reduz April 29, 2019 19:26
@akien-mga akien-mga added this to the 3.2 milestone Apr 29, 2019
@akien-mga akien-mga merged commit a5c619d into godotengine:master Apr 30, 2019
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Thanks!

@clayjohn
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@akien-mga this should be cherrypicked for 3.1.2!

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Tobi-La commented Jun 2, 2019

@akien-mga Cherrypick is still missing if I didn't miss something, am I right? I would be very thankful if this would make it to 3.1.2, as I really need this fix for my project and the current master build has some other issues.

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The label is there, the rest is up to release managers.

georgewsinger added a commit to SimulaVR/godot that referenced this pull request Jun 12, 2019
- See godotengine#27141
- See also godotengine#28520
  - The code in this commit is (manually) cherry-picked from this.
@clayjohn clayjohn deleted the GLES2-alpha-draw-order branch July 7, 2019 15:17
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Cherry-picked for 3.1.2.

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GLES2 Sprite3D Z order Bug
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