Render Queues
[!NOTE] Render queues work exactly as implied: The lower the queue value, the sooner it is rendered in the pipeline.
EntropyPortal does not enforce rigid queue definitions. However, for consistency, we recommend following conventions common in other engines:
Common Engine Examples
Section titled “Common Engine Examples”| Range (Approx) | Common Usage | Sorting Strategy |
|---|---|---|
| 0 - 999 | Background (Skyboxes, distant environments) | Order of submission |
| 1000 - 2499 | Geometry (Opaque objects, terrain, characters) | Front-to-Back (Minimize Overdraw) |
| 2450 - 2499 | AlphaTest (Foliage, fences) | Front-to-Back |
| 2500 - 3999 | Transparent (Glass, water, VFX) | Back-to-Front (Compositing) |
| 4000+ | Overlay (UI, debug primitives) | Order of submission |
Implementation
Section titled “Implementation”The InstanceBatcher uses the render queue value provided in InstanceSubmission.
struct InstanceSubmission{ // ... int32_t renderQueue = 2000; // Default: Geometry bool depthWrite = true; // Affects sorting direction};- Geometry (queue < 2500): Sorted by
renderQueue ASC, thendepth ASC(Front-to-Back). - Transparent (queue >= 2500): Sorted by
renderQueue ASC, thendepth DESC(Back-to-Front).