#Rendering bug, inverted depth
15 messages · Page 1 of 1 (latest)
Are you using AlphaMode::Blend in the terrain material?
Yes
Yep that's it, thanks!
Thankfully I didn't need the transparency anyway, I just imported it from a GLTF
Actually I might need it for other stuff. Should I make an issue if I find a reasonably sized reproducible example?
You should only use Blend for semitransparent objects (not for opaque objects or objects with textures with 100% opaque and 0% opaque regions)
It's a known issue, there isn't really a proper solution to it, there is an open issue though! https://github.com/bevyengine/bevy/issues/7054
TL;DR, this is a limitation of the typcial realtime rendering of tranparency.
Does that mean that if I use AlphaMode::Blend, all parts of the texture need to have an alpha below 100%? Or can I still have parts of the texture be opaque and other parts transparent?
I don't know if that quote is accurate. I think there are plans to improve the situation
But yes. Consider using AlphaMode::Mask for textures like leaves or cut-out sprites.
Aah yes makes sense
Otherwise you might get glitches like the video you posted
Got it, thanks for the help!