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The around of the circled buttons in object menu can be weird #4417
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This happens because both the button and the avatar images are transparent and sorted by the distance from the camera along its forward ray. With spector js you can see how if the button is drawn first, it will "cut out" of the avatar image, but buttons drawn afterwards will render correctly: To fix this problem in general, I think we'd need to implement a per-pixel (or per-fragment) depth / transparency technique in the shader. |
If that's the case, probably it may be easily resolved by letting depthWrite false. It is the same approach the new Three.js glTF loader does. Let me try. |
Note to self:
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I realized that I misunderstood one thing. The involved components are transparent but the transparency seems for alpha clipping. The contents themselves (e.g. texts, icons) are opaque (alpha=1). The Perhaps controlling the render order with Three.js Object3D.renderOrder may be the easiest solution? |
I may have came up with an easier solution. Introducing The screenshot of But it doesn't resolve #4416. |
Description
The around of the circled buttons in object menu can be weird.
To Reproduce
I'm really not sure the exact factor which causes this problem. If you can't reproduce the problem, please further try to move or rotate the object, or try another object.
Expected behavior
They are rendered correctly
Screenshots
Hardware
Additional context
Could be render order issue?
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