FIXED: Using rendering groups like “greenAlgae.renderingGroupId = 2;” does the trick.
Hello. Please, if you have any idea what modes this would be suited for …
I have a HeightMap with a StandardMaterial. (its supposed to cover the game level (beach) with algae on the floor). The Texture is a .png with alpha-layer.
This is the create (sorry my code is spread over many files, so there is no sandbox)
var bMat2 = new BABYLON.StandardMaterial("bMat2", scene);
bMat2.diffuseTexture = new BABYLON.Texture("./graphics/greenalgae.png", scene);
bMat2.specularColor = new BABYLON.Color3(0, 0, 0);
bMat2.diffuseTexture.hasalpha=true;
bMat2.useAlphaFromDiffuseTexture = true;
bMat2.alpha = 1;
greenAlgae.material = bMat2;
greenAlgae.visibility = 0.5;
Now this kinda works, but changing the camera angle glitches the alpha appearance
So far I could rule out camera.MinZ and MaxZ and I know that “scene.useOrderIndependentTransparency = true;” fixes the issue. (But as my scene stretches beyond 1500 I get weird z-fighting in the distance with this method). I’m lost in alpha, blend and transparency modes. Any push in the right direction, what would be the approach. Thank you in advance.