I have tried to reproduce this issue several times in the playground, but unsuccessful. I have mesh that are sitting on top of another. After I toggle their mesh.visibility, perhaps something else (it’s a very large code base), they render “weird” almost like they are trying to hide from the camera, and the order is reversed. Sorry for the limited view, this is all I am permitted to share.
If I set the renderingGroupId, which I don’t want, everything renders correctly. I’ve tried - zOffset on the material, backfaceCulling but nothing seems to work. I am all out of ideas so I came her for help.
What do you mean by “before”? Is it when you use renderingGroupId? It would be very helpful to provide a snapshot from Spector. That would probably allow us to identify the problem.
First I position the mesh, I toggle the visibility from 0 to 1. The user then interacts with the application, they then zoom into a specific region, which toggles the visibility to 0. From this point forward, the rendering order issue is throughout the rest of the experience.
Nothing is changed the spheres are still children of the mesh, same location, just the visibility.
Let me look into Spector and see if I’m allowed to share.