textures are blending with an orthographic camera

I hope I’m not breaking protocol by posting here. I’ve posted this in the support forum, but the responses seem more frequent here…

I’m setting up a simple game with an orthographic camera. The background and overlaid sprite use plane meshes. When I use an orthographic camera, the textures for the two objects are blending. If I switch the sprite to a cube mesh with a very small z dimension, it works.

But shouldn’t I be able to use planes for everything in an orthographic world? How do I prevent this texture blending?

Thanks,

Brian

What shader are you using for the sprite materials?

I tried the default “diffuse” shader and a few others. I played with the settings but it didn’t seem to make a difference.

– Brian

Are the two planes exactly on top of each other or is one closer to the camera? Two objects in the same position will tend to “fight” each other from a rendering point of view and you’ll get pixels from both.

Yes, they were exactly on top of each other. I resolved it by separating them. This is a paradox with orthographic cameras though - changing their z position has no effect on what is shown, but changing the z positions of game objects does. I guess the way to think of z position in an orthographic scene is more like layers than actual position.

Thanks,

Brian