Open VReaperV opened 6 months ago
I agree it's likely an engine bug. I already fixed some of them long time ago but I will not be surprised if some are remaining, or came back.
It may be possible that map bug can produce this though, so we should double-check the map materials.
I think the problem is we don't actually sort surfaces by distance at all. I don't see anything like that in R_SortDrawSurfs
. It's always based on shaderSort_t+shader+entitynum+fog+lightmap, transparent or not.
I think the problem is we don't actually sort surfaces by distance at all. I don't see anything like that in
R_SortDrawSurfs
. It's always based on shaderSort_t+shader+entitynum+fog+lightmap, transparent or not.
Apparently so. Perhaps just skipping translucent surfaces for this sort would be enough to fix it, since traversing the BSP returns surfaces essentialy ordered by distance.
Some of the surfaces are drawn in an incorrect order in relation to the window: After the window is rendered: After transparent objects behind the window are rendered: I believe it's an engine bug rather than a map bug since transparent surface should always be rendered back to front.