I have multiple ParticleEmitter2D and their blend mode is BLEND_ALPHA. When I draw them on top of each other one is always on top. Is there any way to control this? Also is there a way to have them all at the same blending mode without obeying any blending order per particle emitter?
Multiple ParticleEmitter2D blending order
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For example if we the code below particleEmitter2 would be always on top of particleEmitter1. Is ther a way to combine these batches or to choose the order?
ParticleEffect2D* particleEffect1 = cache->GetResource<ParticleFX>("Urho2D/sun.pex");
particleEffect1->SetStartColor(Color::RED);
ParticleEffect2D* particleEffect2 = cache->GetResource<ParticleFX>("Urho2D/greenspiral.pex");
particleEffect2->SetStartColor(Color::YELLOW);
SharedPtr<Node> particleNode1 = scene_->CreateChild("ParticleEmitter1");
ParticleEmitter2D* particleEmitter1 = particleNode_->CreateComponent<ParticleEmitter2D>();
particleEmitter1->SetEffect(particleEffect1);
SharedPtr<Node> particleNode2 = scene_->CreateChild("ParticleEmitter2");
ParticleEmitter2D* particleEmitter2 = particleNode_->CreateComponent<ParticleEmitter2D>();
particleEmitter2->SetEffect(particleEffect2);
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Would it hurt to use a 3D particle emitter?
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But I am using it for 2D game and I got used to this pex format. Any ideas on how to sort the batches or combine them in one batch from two emitters?
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Other than adding depth? Nope; no idea.
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I still cannot figure out how BLEND_ADDALPHA and BLEND_ALPHA blend modes are working. This is the line where the blending mode is set:
sourceBatches_[0].material_ = renderer_->GetMaterial(sprite_->GetTexture(), blendMode_);
Is there any place where I can set that BLEND_ADDALPHA should work between different batches?
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Is there a way to set the transparency sorting manually? Per polygon or per component?