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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Handling blind spots in isometric 3D?
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RileyDylan
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« on: January 06, 2021, 12:17:32 AM »

In isometric games, the scenery disappears or fades out when you walk behind it.  It looks like this is usually done by the level designer flagging certain tiles as "roof", "wall", or whatnot.  Anyone have more insight into how this is done in different games?  Is there perhaps an ugly but general solution that doesn't require manual annotation?
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Schrompf
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« Reply #1 on: January 06, 2021, 12:40:17 AM »

This is probably another reddit copied post, but there's an easy answer: you can do a whole lot of automated solutions.

Use the ZBuffer of the GPU, draw the landscape and objects in order, then draw outlines of important objects if their depth test fails.

Or use the ZBuffer of the GPU, draw the landscape and the objects but blend out fragments if their depth is < PlayerDepth and they're close to the screen center.
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« Reply #2 on: January 06, 2021, 06:22:46 AM »

This is probably another reddit copied post

Close. Looks like this is the source: https://forums.tigsource.com/index.php?topic=68049.0

User is banned, but I'll leave this thread here.
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