Ambiera ForumDiscussions, Help and Support. |
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scene objects with solid material are normally visible underwater at water surface semitransparent alpha values < 1 while scene objects with trans_alphach material are not rendered correctly and keep invisible underwater poor workaround: use alpha material 14 (deactivated alpha render order) with disadvantage of loosing alpha gradients feature ... Any better workarounds? |
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experience the issue under DirectX as well as with OpenGL simple test scene from screeshot: https://www.dropbox.com/scl/fi/t... |
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For now only mat type 14, renders the transparent object order independent, you can however create custom shader, or use the param1 properties in irrlicht for mat type14. and this is not just an issue with below water issue. It wil happen when you have multiple transparent objects rendering over each other as well. Also this might happen if your water surface "Pivot point" is not on the screen, otherwise it will sometime just work fine with normal alpha as well because of rendering order. I think the workaround for it will be a custom shader for water surface or for the objects transparency. Otherwise you can adjust the alpha of mat type 14 to get rid of sharp edges by changing the "Param1" value in irrlicht properties. |
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