Hi BlenderArtists,
I’m working on an isometric game where 2d sprites can be partially masked by each other
For game optimization purposes, i’d like to save my mesh’s Z-map into its sprite’s alpha channel, but as I also would like to keep antialiasing informations, i’m searching how to make those infos coexist in a single channel
(I only need a small resolution for z, i guess 2 bits would be precise enough)
Did you ever heard about a similar approach ?
Would you advise me to re-encode those maps after the rendering process or is there any technics to reroute blender’s rendering engine to do so ? (I’m still new to Python)
I’d be grateful for any advice, thanks
Loupv