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Mesh Faces are out of order when Transparency is on #50794
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This is expected due to the limitationd of transparency sorting. As a workaround, use alpha scissor (alpha testing) instead of alpha blending. #50721 will most likely not fix this because sorting is done on a per-mesh basis, not a per-face basis (which would be too expensive). |
If the depth draw mode is set to Opaque Prepass, this could be due to #36669. |
Yep, I have Opaque Pre-Pass is turned on and #36669 looks exactly like what is happening here. |
One of the work around in #36669 did work, but sadly the cube’s faces are still out of order. |
Oh okay, where can I download the beta, Or do I have to compile it from source? |
You have to compile the |
Okay thanks, I’ll go test that. |
No, not really. I was able to get  around it by creating two meshes, one for the shadow and one for the  visuals, though that's probably not the best solution long-term. |
Godot version
3.3.2
System information
MacOS 11.3.1, M1, GLES3
Issue description
When the “transparent” flag is turned on in a material and “Cull Mode” is disabled, the meshes faces are out of order.
Steps to reproduce
Create a mesh and a material, add a texture and set the “Transparent” flag to true, also you will need to set “Cull Mode” to disable.
Minimal reproduction project
BugReport.zip
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