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GLES2 Sprite3D Z order Bug #27141

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GustavoMarciano opened this issue Mar 16, 2019 · 5 comments · Fixed by #28520
Closed

GLES2 Sprite3D Z order Bug #27141

GustavoMarciano opened this issue Mar 16, 2019 · 5 comments · Fixed by #28520

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@GustavoMarciano
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GustavoMarciano commented Mar 16, 2019

Godot version:
3.1 stable

OS/device including version:
Windows10

Issue description:
GLES2 Sprite3D Z order is broken
the depth still exists but appears to be inverted?

Steps to reproduce:
create a project in gles2 and create 2 sprite3d

Gles3:
Gles3-render

Gles2:
Gles2-render

Minimal reproduction project:
Sprite3D.zip

@GustavoMarciano
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Does the same occur in GLES3? A screenshot would be welcome as well.

done

@semirix
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semirix commented Mar 17, 2019

I think the problem has something to do with z-ordering when transparency is enabled. Have you tried changing the material to disable transparency?

@GustavoMarciano
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I think the problem has something to do with z-ordering when transparency is enabled. Have you tried changing the material to disable transparency?

Thanks, that was the problem, to solve it was just put Use alpha scissor: On

@semirix
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semirix commented Mar 18, 2019

@GustavoMarciano Could you reopen this issue? You may have solved the problem but this is still a bug in default behaviour. You shouldn't need to turn on Alpha Scissor to fix the z-ordering.

@akien-mga akien-mga added this to the 3.2 milestone Apr 2, 2019
@faculezcano
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could be related to #26703 ?

georgewsinger added a commit to SimulaVR/godot that referenced this issue Jun 12, 2019
- See godotengine#27141
- See also godotengine#28520
  - The code in this commit is (manually) cherry-picked from this.
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5 participants