(At least) transparency stage drawing order is wrong
See branch "transparency" / see patch "Announcement"

Elias: "Nodes like Quad and some custom patched ones with RenderEntity inside don't preserve drawing order"
Right, if you do custom rendering and order is important, use one RenderEntity and connect everything to that one (via groups).
The scene graph orders the entities by material in Opaque stage and BackToFront in Transparent stage. See the render stages in DefaultRendererSetup patch...
Yes that’s also how we fixed it.. it’s just not clear for the user, and you have to decide on EITHER an entity graph OR render entities, you can’t just mix them as it’s suggested by having the possibility of doing this .. so there’s not much advantage gained by that workflow if you can’t really use it, we could just use Renderers then and merge an entity graph and a renderer graph right before the scene window instead - it would make things more clear.
Von meinem iPhone gesendet
Am 07.09.2020 um 23:37 schrieb Tebjan Halm [email protected]:
Right, if you do custom rendering and order is important, use one RenderEntity and connect everything to that one (via groups).
The scene graph orders the entities by material in Opaque stage and BackToFront in Transparent stage. See the render stages in DefaultRendererSetup patch...
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