Comments (2)
Alpha blended meshes only get sorted based on the distance between the camera and the center of the mesh. So it doesn't sort every fragment in the material. this means that sometimes, a mesh is in front of another because the center is closer to the camera even if a lot of the mesh should be hidden. There are various solutions to this, one of them is order independent transparency which sorts each fragments. I'm working on it, but it's not currently supported. Generally you should avoid alpha blending if you don't need it, especially when the alpha is 1. And if you need an alpha of 1, maybe consider working with multiple smaller meshes
from bevy.
Thanks for the response! I originally noticed this when making a material for the player character which became more transparent when the camera got too close so most of the time alpha is 1. I'll leave that as is for now then :)
from bevy.
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from bevy.