Open bjnortier opened 12 years ago
this will be the same thing as "multiple transparent objects viewed through each other doesn't work" also effects lines,
as far as i know this is unfixable,
(is possible in opengl but dont think the replacement of the fixed pipeline is possible in webgl)
update:
this appears fixed by default in DX11 generation cards, (so will just work in webgl i think) the fix is referred to as a new feature called: "Order-independent transparency" because before, to work, transparent faces had to be presented already sorted in z somehow.
update update (sorry)
doing some more research, DX11 and OpenGL4.2 just do this, but need special implementations (although the card manufacturers propaganda makes it seem easy.) and then i think it has to be standardised/streamlined into OpenGL ES (and embedded system manufacturers might resent the extra complexity if nobody is crying out for it.), and then it might make it into WebGL, so now i think there's a long way to go before this 'just works' ;<
this might be a way to get around this problem;