03-01-2018, 04:29 AM
In the "Instanced MeshGeometry3D" example, when I change the mesh geometry to be cubes and enable transparency, cubes aren't always visible "through" transparent cubes in front of them - depending on the angle of the camera.
From what I can tell, this is because of the draw order of the instances, is that correct?
Does this mean the draw order needs to be re-calculated on a frame-by-frame basis in order to get properly rendered transparent objects?
From what I can tell, this is because of the draw order of the instances, is that correct?
Does this mean the draw order needs to be re-calculated on a frame-by-frame basis in order to get properly rendered transparent objects?