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I'm having a hard time with the Irrlicht Z buffer. I'm doing mainly 2D rendering, I have to do a lot of tweaking to make it sort correctly. Also there are artifacts when using the EMT_TRANSPARENT_ALPHA_CHANNEL material.
How could I fix this? I was thinking of making my own node sorting, could I do this?
I think the node sorting should be fine, are you sure that your source image is not causing the problems? Maybe those pixels are transparent in the image?
Oh I should've explained how that is drawn. The arm is drawn on top of the torso. The graphics for the arms is antialiased. It looks fine against the background but on top of the torso it renders as if the background was there.
MolokoTheMole wrote:The graphics for the arms is antialiased. It looks fine against the background but on top of the torso it renders as if the background was there.
How are you antialiasing the images? From the looks of it, it looks like a problem creating the antialiased image - instead of changing the alpha channel, the paint program is blending between a foreground color (the arm) and the background color. Different Z sorting won't change anything if that's the case.
At least it has some different settings for texture alpha layer handling. So it my be worth trying.
What's the code for drawing the two elements then? Is one a child of the other?