DaniJ wrote:Most of the so-called "modellers" in the DOOM community can barely cope with simple format conversions. Do you seriously expect them to be able to do such a task manually, successfully?
Is it any better to shoehorn a feature in with an inefficient implementation that can cause more headaches as the engine matures further? I mean, I don't know what Graf's going to do, so consider this what-if argument, but if it's implemented in this way (per-triangle sorting), and somewhere down the line MD5 or some other modern format is implemented, people are going to want the same feature there. But considering newer formats can have models with literally thousands of polys or more each, any per-triangle sorting method would not be worth it.
At that point, people are going to have to learn to do it properly anyway, or lose the feature. And I just think it's better to do it the right way the first time, instead of throwing in a lower quality method that's only going to cause problems down the line. As it is, simple masking (doing an alpha test and discarding anything that's not 100% opaque) should work fine. Even additive/multiply blending should work, as long as the objects themselves are properly sorted, since those don't need per-poly sorting to blend properly.