LDPE's next version will replace the bulky raytracing implementation with an order-independent-transparency (OIT) approach.
Due to technical limitations this will be supported by the new OpenGL 3.3 based renderer, only.
![[Image: L2kriuW3BML9tHOsi52nyyApWAYur2fk5bxa2YM1...03-h710-no]](https://lh3.googleusercontent.com/L2kriuW3BML9tHOsi52nyyApWAYur2fk5bxa2YM1t8QdwVLedIAIlGv3fRNH3vUbfkqZAgyTaoqRfXecqbvATo1zCK9-m17q-2fnBDdRLY_VOr3jK-ZPvPPosxTVZabMa3o0SApMYgc8Qvi5Wm1eCnIvin5IUIcsW5F3v9maLlL1QXTqduBBrLNtwd9hM_ZiOEPMpyt3Lhk3k3TnEKEnyylEg3hZlaX41gXA1X4VmoP3O_1I3rMIkCmycVf2iPFY2Gvq2aCBygQV7100zD-re7kA1NUurVz-BabHW8ZiWHssFeK55kPO4Vk5n-ooKD_ZgR6loEDm6ONShcTDXYTo5DS0wJbLgoypO71vbHYuKxOWJhGLsZrQFoEe_WJlbkkIDadaBczN6o8bqg4WgMa6uVxmrY4lsMviVCM7GPu79KFE8QtMDmjGLTAYp909n9ysf9YrY8Ks0eqdOOceTyrxg19tvm0azotWuVky4ZpTtta3pCMnfFI9p-YIf5FZzpBtm0_CrN15On2emvdqW7l_LVrQXVzf9bKXabnjOgi2HPCBr591cvL3EpsTXCXs9Hd2FCdsZVw1YemDDIf4MSxhH8TSqJCkJJ01NiqbuRc=w603-h710-no)
Technical background: The older OpenGL 2.0 based renderer draws the LDraw part line by line and therefore OIT is not trivial/possible to implement.
The old renderer uses ray casting to calculate the resulting colour which has a very bad performance.
Nowadays, you could calculate this on the GPU... but GPGPU realtime ray-tracing is not the right choice for LDPE's technology stack.
Due to technical limitations this will be supported by the new OpenGL 3.3 based renderer, only.
Technical background: The older OpenGL 2.0 based renderer draws the LDraw part line by line and therefore OIT is not trivial/possible to implement.
The old renderer uses ray casting to calculate the resulting colour which has a very bad performance.
Nowadays, you could calculate this on the GPU... but GPGPU realtime ray-tracing is not the right choice for LDPE's technology stack.