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Almost the same with MaterialTypeParam = 1.0. I would use shaders to fix this, but I'm using Irrlicht materials for whole scene, so I would have to implement a shader per object in the scene (lighting issues).
Do you render the head with an alpha material as well? It looks like the browes are rendered first, and blended with the background. Only then the head is rendered. You need to either switch the head's materials, or change the render order (probably by rendering the browes in a second scene manager).
hybrid wrote:Do you render the head with an alpha material as well? It looks like the browes are rendered first, and blended with the background. Only then the head is rendered. You need to either switch the head's materials, or change the render order (probably by rendering the browes in a second scene manager).
That's it! Now it renders fine. Sorry, it's my fault, I supposed Irrlicht would render mesh with no alpha first and then meshes with alpha, but I guess Irrlicht just order whole nodes.
No, solid meshes come first. That's why I assumed that the head also uses transparent materiuals (even if the transparency has no effect). I guess we could use a certain dependency marker in the scene node graph somehow. Well, other topic