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transparent meshes rendered out of order -- bug 153: msg#00099video.blender.devel
I have updated the example with non-intersecting planes and the problem is still present in the game engine. Even if only the center of the plane is used to determine which plane is drawn first / last I dont understand why objects which are farther away are getting rendered in front of those which are closer to the camera. the offending example is at http://bec.physics.udel.edu/blender/transparency-test.blend Regards, Jonathan DuBois >Date: 2003-04-14 11:23 >Sender: ton >Logged In: YES >user_id=103 >Outside of the game engine, transparant faces are not rendered >in a specific order. In the engine, transparant faces are sorted >and drawn using the 'painters algorithm'. This means that no >z-buffering is used (cannot be used!) between transparant faces. >The center of a face defines which one is drawn first. >In your example file the transparant faces interesect. Subdivide >them to get the correct result. |
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