Romain Guy
Romain Guy
Hair and foliage would typically be addressed by using either specialized shaders (for hair, but we don't have that at this point) or by using alpha masking for both.
I can't think of any change that we made recently that would explain this no, except an issue with depth buffer precision. I believe we still only pick 24 bit...
Thanks! You may also want to test by disabling various effects (SSAO, shadows, etc.) if you haven't done so already. The issue might not be where we think it is....
Try to turn them off then, see if it helps.
For this type of mesh we have the two pass transparent modes. They make used of the depth buffer and face culling and draw the object twice. It's definitely not...
You don't have to convince me :) I know the only correct fix is triangle sorting or OIT. My favorite quote on this topic is: https://twitter.com/levork/status/1263710337846480896 (rendering engineer at Pixar...
This test now passes properly.
Are you using our main branch?
@prideout Any idea? My screenshot is from gltf_viewer (native, not WebGL)
Ah right, because when I disable MSAA I get the following in native: With MSAA: So yeah looks like a browser issue. I guess we could always disable alpha to...