For the record (even though I'll probably be the one who ends up fixing it), when the material of a mesh is set to GourandShading=false and MaterialType=EMT_TRANSPARENT_ALPHA_CHANNEL, the objects are drawn in the wrong z-order, even though the faces are drawn facing the camera. This means one of the 15 renderers of Burnings (yes, it has 15 nearly identical copies of the same renderer) is sorting backwards.
I'd give a picture, but it's rather self-explanatory, and I'll probably be the one to fix it anyways.
Update: Specifically, it happens with or without GourandShading. I tried different textures, different sizes, and no difference - the problem is the same. I'm still looking into it. Note: The textures all contain an alpha channel.
Update: And yes, I tried videoDriver->setAllowZWriteOnTransparent(true), and that didn't work either.
Edit: I found how to set it: Apparently, I have to use:
sceneManager->getParameters()->addBool( irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT, true );
[No Bug + info] Burning's bug - Wrong Z-order
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Re: [No Bug + info] Burning's bug - Wrong Z-order
confirmed.
now that i have maybe little time to work on irrlicht and my svn is finally working again i will try to make it work again.
now that i have maybe little time to work on irrlicht and my svn is finally working again i will try to make it work again.
burningreggae
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Re: [No Bug + info] Burning's bug - Wrong Z-order
fixed.
during the last years somebody has destroyed burning_setactiveshader.
instead of alpha blending adding was executed
during the last years somebody has destroyed burning_setactiveshader.
instead of alpha blending adding was executed
burningreggae