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Yeah, that or you have to write your own custom nodes which do their own sorting I guess.
it's not a problem that can always be solved with code (and a common one in games). for example doing an alpha sort on a crossing tree, as a single mesh or two seperate scene nodes, which face/node is in front ?
in the left model there is no way to tell which face is in front, the right hand model may be a solution but doubles faces or nodes you need to sort.
Still can not understand. Minecraft, for example, does not apply to the operation of ordering polygons for blending operations for water. How, then they normally everything is drawn?
Probably Minecraft only renders the top of the water. You must know, surely, that if Minecraft rendered *every* cube, it would not run at a reasonable frame rate. The real cleverness with a Minecraft implementation is in the optimisations that are perfomed. Choosing cubes as a basis makes this manageable but not trivial.
Minecraft removes invisible face, but the water in it is rendered normally, you can see through the water the water, and so on. Also, normally rendered water in build a world and in minetest. I was there asked, me no one has normally not answer