Comments (4)
Hi,
I think two separate properties are overlapping here. When you register a material, you specify a hasAlpha
to tell whether that material's should have transparency. The engine only uses this for deciding what kind of (babylon) material to create.
Separate from that, when you register a block type you specify whether it's opaque
. This is the setting that determines whether stuff underneath the block gets culled at the meshing stage. From looking at the image, I think all you need to do is make the leaf blocks not [edited] opaque, and it'll do what you expected.
(Note that blocks also have a property solid
- this one is for physics, and has nothing to do with rendering.)
Let me know if this works!
from noa.
I will try now. But yeah, I was a bit confused with the difference between opaque, solid and so forth.
So:
- Opaque: is whether you can see through it or not
- Solid: is whether you can go through it or not
- Fluid: is basically the opposite of solid (but will be extended when we implement the fluid functionality)
Correct?
If so, shouldn't the leaf not be opaque?
from noa.
Yes, you have it right, and the leafs should not be opaque (that was a typo 😬 ).
Basically they're all really single-purpose properties. I mean, it probably won't make any sense to have a block that's fluid but solid, or that's opaque but has alpha, but the engine looks as each property in different ways so I have them all separate for now.
from noa.
Sweet, I just set opaque: !hasAlpha
and that works like a charm!
from noa.
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from noa.