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wrong z order when rendering material with alpha mode "BLEND" #28157
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Realtime 3D engines typically can sort objects - not triangles or pixels - making this category of problem in alpha blending a known limitation. Entire scenes should not use alpha blending without special care for the sort order, or other techniques like OIT or alpha hashing. |
@am05mhz
Here is the result: https://necromanthus.com/Test/html5/forest_house.html
Don, there is an uninspired (I don't want to say wrong) setting inside of the GLTF Loader: |
We actually use an updated version of the asset in https://threejs.org/examples/webgl_loader_gltf_avif |
Closing. Considering this as a modeling issue. |
It's not Michael. |
thanks, this solves my problem |
I get exactly that result (in fact mine is a bit better) using the initial asset and this runtime change:
https://necromanthus.com/Test/html5/forest_house.html |
Description
as you can see in the attached image, the tree behind is rendered on top of the tree in front of it. this behavior is also reflected on https://gltf-viewer.donmccurdy.com/ and https://sandbox.babylonjs.com/ but its rendered correctly on https://sketchfab.com/3d-models/forest-house-52429e4ef7bf4deda1309364a2cda86f
Reproduction steps
alpha test
, it will render correctly but with no alpha blendingCode
code is in Vue 3
Live example
live example can just load the file on step 1, to the preview tool on step 2
Screenshots
Version
^0.162.0
Device
Desktop
Browser
Chrome
OS
Windows
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