Add support for opaque 2D rendering #348
Labels
A - internal
Internal change on a core system
C - breaking change
A breaking API or behavior change
C - enhancement
New feature or request
Describe the solution you'd like
Bevy now supports separate opaque and transparent 2D render phases. For opaque 2D particles, we should use the opaque pass (and enable depth write).
Describe why you want that solution. Is this related to a problem?
Describe alternatives you've considered
Leave as is. This works now, just not optimal.
Additional context
There's no particle sorting, so the default rendering in the transparent phase with depth write disabled produces flickering particles.
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