04-04-2014 10:26 AM
04-14-2014 10:26 AM
04-14-2014 06:03 PM
05-15-2014 08:17 AM
"johnc" wrote:
You can't handle a lot of blending for performance reasons. If you don't have free form user movement capabilities and can guarantee that the blended effects will never cover the entire screen, then you will probably be ok.
05-22-2014 10:31 PM
05-23-2014 10:46 AM
"allenwp" wrote:
Actually, that guide says the following regarding draw sorting:"Oculus Mobile Unity Integration Guide 5.1.4.2" wrote:
Objects in the Unity opaque queue are rendered in front to back order using depth-testing to minimize overdraw. However, objects in the transparent queue are rendered in a back to front order without depth testing and are subject to overdraw.
Official documentation also seems to agree, so it looks like this sorting might actually be taken care of for us.
05-26-2014 10:02 AM