Alpha textures (Seen behind each other) problems

Hi I am using alpha textures to create leaves in a greenhouse. The arrows show where the window textures (also alpha) are somehow being cut out or are showing through some of the foreground plant textures creating a strange and undesirable effect. this is probably alpha 101 but is there something I can do to avoid this? I tried the various alpha presets with no difference. The settings you see the leaf textures are set to alpha/vertexlit

here is a clearer picture showing the isuue

Is it possible that your alpha channels are a bit dirty (not perfectly white/black where appropriate?)

This may be a compression artifact too (have you tried changing your compression settings?)

this happens with the simple alpha shaders. use the vegetation 2 pass shader. iirc there’s also one on the wiki that doesn’t render the backface.

Are all your windows 1 object ? may be separating them in groups will solve your problem since objects in the transparent queue are sorted by distance to the camera to be rendered (the order is done by the geometrical center).

.ORG

Thanks guys! I used the Vegetation vertexlit shader from the WIKI and it worked well. It also allowed me to not use double sided billboards on bothe the windows and the leaf textures.

THe windows are indeed one big object but thatwas fine once I swutched shaders. The vegetation twopass worked well but seemed expensive. the FPS went way down.

Anyway… problem solved. thanks again

Yep, that is why i told you about separating the windows, the two pass vegetation vertex lit shader is too expensive and it can be worked around.

.ORG