Open robot5431 opened 6 years ago
This is actually not the only graphical issue like that. As you can see here, applying a translucency to her visor causes a similar issue.
I believe that's just one of the technical hurdles with rendering transparent textures. For a long time, Minecraft had the same issue with its water vs. particles (I don't know if it still does that)
The mask issue could probably be fixed by ordering the mask triangles before the visor triangles in the mesh file.
Issue partially resolved in the beta by some unknown means. Issue no longer effects Kanohi to the extent that faces are not rendered.
Update: Issue in the Beta has been determined to be almost exclusively to do with rendering alpha channel transparency on top of other objects. While working on a dynamic title screen object, I noticed that only the semi-translucent parts of the logo caused the issue, while straight transparent parts rendered fine. (Sans antialiasing) So at least if it does have to do with depth calculation, it's not a fundamental flaw with the rendering engine.
Another update: This can largely be resolved by fiddling with the object flags on affected objects.
In Gali's level, looking through the waterfalls (for example, in Ga-Koro) causes any water textures behind it to disappear, allowing you to see the wall and floors underneath.