@@ -144,7 +144,8 @@ other. The default is `:over`.
144144` depth_sort= ` [ ` true ` | ` false ` ]
145145: Controls the depth-sorting phase of [ instance ordering] ( #instance-ordering ) .
146146Setting this to ` false ` will result in instances of the same model being
147- dispatched for rendering in an arbitrary order. The default is ` true ` .
147+ dispatched for rendering in an arbitrary order and will disrupt correct handling
148+ of transparent and translucent objects. The default is ` true ` .
148149
149150` depth_test= ` [ ` true ` | ` false ` ]
150151: Turn off OpenGL depth-testing for this render group if set to ` false ` , the
@@ -223,12 +224,13 @@ transparency to render incorrectly. Depth sorting can be controlled for a
223224specific render group with the ` depth_sort ` attribute.
224225
225226Turning off depth sorting will cause all instances to be dispatched to the GPU
226- in an arbitrary order instead of front-to-back or back-to-front. For
227- non-transparent objects this will have no visual effect as the depth buffer
228- will resolve overlaps. However, for overlapping transparent objects this may
229- result in odd inversions. When rendering large numbers of small, non-transparent
230- objects, it may be faster to turn off depth sorting and let the depth buffer
231- handle overlaps. If depth buffer testing has been disabled with
227+ in an arbitrary order instead of front-to-back or back-to-front, regardless
228+ of whether they have transparency or translucency. For non-transparent objects
229+ this will have no visual effect as the depth buffer will resolve overlaps.
230+ However, transparent and translucent objects will likely render incorrectly,
231+ showing the wrong objects behind. When rendering large numbers of small,
232+ non-transparent objects, it may be faster to turn off depth sorting and let the
233+ depth buffer handle overlaps. If depth buffer testing has been disabled with
232234` depth_test=false ` , then depth sorting is also automatically disabled.
233235
234236
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