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10 changes: 9 additions & 1 deletion Core/Libraries/Source/WWVegas/WW3D2/pointgr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -926,8 +926,14 @@ void PointGroupClass::Render(RenderInfoClass &rinfo)
DX8Wrapper::Set_Shader(Shader);
DX8Wrapper::Set_Texture(0,Texture);

// TheSuperHackers @bugfix stephanmeesters 30/06/2026
// Enable sorting if the primitives are translucent and alpha testing is not enabled.
const bool sort = (Shader.Get_Dst_Blend_Func() != ShaderClass::DSTBLEND_ZERO) && (Shader.Get_Alpha_Test() == ShaderClass::ALPHATEST_DISABLE) && (WW3D::Is_Sorting_Enabled());
// However, do not apply sorting to ground-aligned particles. This improves performance and resolves rendering

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Better: TheSuperHackers @bugfix stephanmeesters 30/06/2026 However, do not apply sorting to ground-aligned particles. This improves performance and resolves rendering ...

Otherwise it looks as if EA comment above is yours.

// artifacts caused by clipping between ground-aligned particles and billboard particles.
const bool sort = Billboard &&
Shader.Get_Dst_Blend_Func() != ShaderClass::DSTBLEND_ZERO &&
Shader.Get_Alpha_Test() == ShaderClass::ALPHATEST_DISABLE &&
WW3D::Is_Sorting_Enabled();

IndexBufferClass *indexbuffer;
int verticesperprimitive;/// lorenzen fixed
Expand Down Expand Up @@ -1835,7 +1841,9 @@ void PointGroupClass::RenderVolumeParticle(RenderInfoClass &rinfo, unsigned int
DX8Wrapper::Set_Shader(Shader);
DX8Wrapper::Set_Texture(0,Texture);

// TheSuperHackers @info stephanmeesters 30/06/2026
// Enable sorting if the primitives are translucent and alpha testing is not enabled.
// Volumetric particles that are ground-aligned must have sorting enabled.

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Better: // TheSuperHackers @info Volumetric particles that are ground-aligned must have sorting enabled.

const bool sort = (Shader.Get_Dst_Blend_Func() != ShaderClass::DSTBLEND_ZERO) && (Shader.Get_Alpha_Test() == ShaderClass::ALPHATEST_DISABLE) && (WW3D::Is_Sorting_Enabled());

IndexBufferClass *indexbuffer;
Expand Down
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