Related to this question : Z-buffer issue with BufferGeometry in ParticleSystem
The given solution does not work for me, I made my own shader for rendering as I added custom attributes for size and UV. Everythinf works fine with the buffer geometry except the particle ordering for transparency.
If Activated > squared texture are partly hiding the other particles.
If Deactivated (depthTest : false) > particles looks fine but are not ordered.
Thanks for your answer, the subject has been raised several times but nothing worked for me yet.
Using Three.js 61
particleMaterial = new THREE.ShaderMaterial({
fragmentShader : document.getElementById("sectorPointFragment").textContent,
vertexShader : document.getElementById("sectorPointVertex").textContent,
uniforms : uniforms,
attributes : attributes,
transparent : true,
alphaTest : 0.5
});
_this.particles = new THREE.ParticleSystem(geometry, particleMaterial);
_this.particles.sortParticles = true;