I have a retro-looking 2D game with a lot of sprites (reminiscent of Sega's Super Scaler arcades) which do not use semi-transparency. I have thought about using the Z-Buffer over sorting to simplify things. Ok, but by default writes are done to the Z-buffer even though alpha is zero, giving the effect illustrated here:
https://i.stack.imgur.com/ubLlp.png
Now, since I'm in OpenGL ES 2, I don't have alpha testing, so from what I understand my only possibility is to discard the pixel from the fragment shader if alpha is 0 so that it doesn't get written to the Z-Buffer. But in terms of performance this is SO wrong: not only the if
is slow, but the discard
basically kills the purpose since it disables early depth testing and the result is way worse than doing it in software.
if (val.a < 0.5) {
discard;
}
Is there any other solution I could use which would not kill the performance? Do all 2D games sort sprites themselves and not use depth buffer?