Opengl ES Point Sprites
I have an explosion particle effect using point sprites in my 3D game and also 3D models all over in it. My problem is that when I draw my point sprites if I have depth testing turned on then my point sprites cover each other up when they are drawn, but if I have the depth test turned off then the particle effect looks great and blending works great but every particle effect is rendered in front of all objects in the scene no matter if the the objects are completely covering it or not.
Does anyone know how to render the point sprites with depth testing so that if an object is in front of the point sprites then you wont be able to see it?
Please let me know if this needs better explaining. Thanks!
|