Open theodorhansson opened 4 days ago
Also, it works fine if FreeIVA isn't installed.
Agh. The way FreeIva normally handles this is by relying on the transparent window geometry to write to the depth buffer so that the internals of distant parts don't get drawn on top of everything else during the internal camera pass. Is it possible to render the transparent meshes that have z-write during the geometry pass? Or do we need to do something more complicated?
More details here: https://github.com/FirstPersonKSP/FreeIva/wiki/Everything-you-never-wanted-to-know-about-depth-masks
Thanks for the info @JonnyOThan, should be easy to put back z-writing, I probably didn't have it enabled in my replacement shader or something similar.
Does deferred still respect the render queue ordering for transparent shaders? FreeIva also adjusts those to make sure that these windows draw before opaque things.
On a fresh install using only Deferred 1.1.12 and FreeIVA some textures are transparent/missing when looking out from a spacecraft's window at another part belonging to the same spacecraft. See the debug screenshots below.