Alright. I just solved, with the help of some other threads here, the infamous transparent material z-buffering problem as it existed in my project. However, I'm kinda curious-
Driver->setAllowZWriteOnTransparent(true);
apparently did nothing, while
Scenemanager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT,true);
worked like a charm. What do the two approaches do differently, and is there a need for both in the engine?
Z-write on transparent - disambiguation help...?
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