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Sprite3D depth rendering does not work as intended with multiple overlapping Sprite3Ds. #63182
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Am guessing it is assuming that the Maybe in this case it should be detecting there is no blending in the material and using z buffer instead of sorting, no idea whether this is supported in EDIT: Of course the problem does occur with transparency, but this is common in 3D, I'm not sure there are any plans to address this. So maybe this can be closed, not sure. Also see the |
@lawnjelly: IIRC we already have an issue open for the transparency sorting problem and iirc it's unfixable |
That is bad... |
Duplicate of godotengine/godot-proposals#4099 (will be fixed by #63040 in 3.6). See also 3D rendering limitations.
Yes, you can use a custom shader. You don't necessarily need to use a Viewport projected onto a mesh depending on what you're doing. In the meantime, enable alpha scissor on the materials if you want to avoid transparency sorting issues, or adjust render priority on the materials. |
Godot version
3.5 rc6
System information
OpenGL ES 2.0 Renderer: Intel(R) HD Graphics 5500
Issue description
Sprite3Ds do not respect depth properly.
Steps to reproduce
Minimal reproduction project
minimal reproduction project.zip
Press Right On you Keyboard to see the issue.
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