I need to achieve the following:
Two 2D quads appear as though they are stacked one on top of the other (like two halves of the same texture) but are in fact seperated on the z axis by n coordinates. So that if a 3D object passes between them one half appears in front of the object and the other behind.
Could i achieve this by applying orthogonal projection to the two quads and then normal perspective to the rest of the 3d data? Will this lose depth data?
I hope my example isn't too misleading!
The simple answer is yes,if you have z write turned on while rendering your quads. Your z data is never discarded unless you do it explicitly.
Getting orthagonal depths to play nicely with projection depths may be tricky, however. (I've never tried, but I imagine it's not going to line up nicely.) In that case it would be best to do one of the following:
I'm assuming you will already know the downsides to the first two methods, so it's up to you if that's acceptable. I think the third method is the most traditional.