Closed Krull0r closed 3 years ago
This happens because of Z-range hack option on some render devices. It makes meshes drawn on HUD flattered closer to screen then what it really is to avoid clipping with world geometry. I can't really fix this issue.
In UnrealScript you should draw the mesh actor with ClearZ enabled (in function RenderOverlays, Canvas.DrawActor(self,,true)).
Alright that explains it. I made them now a sprite emitter those work fine.
My Redux weapons use emitter effects as muzzle flashes. Sprite- and MeshEmitters ( both use meshes ) work fine but the normal emitter class which use the sprite rendering gets rendered infront of the mesh in OpenGL.
XOpenGL and D3D9 result:
OpenGL result: