Determines the sorting of transparent and intransparent entities.
do not sort entities before rendering.
This can improve the frame rate in special cases when the order of transparent entities does not matter.
sort transparent entities back to front by their origin distance
to the camera position (default).
2 - sort entities by their two dimensional XY distance
to the camera position.
sort entities by only their Y distance
to the camera position. 8.05
also sort intransparent entities front to back.
also sort intransparent entities, and use the two dimensional XY distance for sorting.
7 - also sort intransparent entities, and use only the Y distance for sorting. 8.05
8 - sort entities by only their Z distance
to the camera position. 8.50
12 - also sort intransparent entities by only their Z distance. 8.50
If at 2, 3, 6, or 7, the Z or X coordinates of the entity are ignored for sorting.
Entities are sorted only by to their XY or by their Y distances to the camera.
can solve transparency sorting problems in special cases, f.i. in 2D games or isometric games.
If at 5 or above, intransparent entities are also sorted (front to back). This is normally not necessary, but can improve the frame rate due to early z buffer clipping under some circumstances, especially when slow shaders are used.
Model polygons or particles are never sorted against each other, and thus can be visible in wrong order. For details, see transparency.
d3d_entsort = 0; // not sorting transparent objects
Transparency, TRANSLUCENT, alpha