I’m trying to implement a texture with alpha but I don’t know what I’am doing wrong, the entire model is getting messed, the faces that were to be rendered near is being rendered closer and vice versa, something kinda random, I mean, some issue with the z-sorting, seems like the transparent/cutout makes the correct z-sorting but the alpha applied to the mesh is just 100% transparent or 100% opaque, that way I can’t make semi-transparent effects.
Seems like the left and the right cylinder is closer to the camera or the middle one is a bit further down, but they share the same y position value… I tried many things with the texture file, creating an alpha channel, deleting it, creating an layer with a black/white solid color and mantaining the alpha channel, saving it in tga, png, the is not my mesh because I tryied the same material with the default primitive objects and it didn’t work too…
You can’t stick transparent objects into each other like that, without getting all sorts of problems. That’s because transparent shaders doesn’t write to the z-buffer, so as the objects gets rendered, the renderer has no way of determining at what depth each pixel are. And as the two cylinders at the sides are closer to the camera, they’ll be rendered last, and just create pixels on top of whatever is already present, having zero clue as to whether or not a particular pixel should be culled.
So what you see here is very much to be expected. What are you trying to accomplish by making them intersect like that?
So, those two cylinds are just for testing purposes, I was trying to figure out if the problem in fact was with my mesh or with the way I was saving my psd or something like that, then, I’ll go with the cutout shader, thanks for clarifying this for me…