Hi guys,
I have this problem with some alphas overlaying in top of each other.
I've noticed that to see through an alpha it must be put lower in the hierarchy.
But the problem persists if i move the camera to see from the other side.
So is there a way to see through alphas from both sides without problems?
I use XoliulShader in this case, but i've got the problem with other directx shaders also.
Here's some pics:
![sc01a.jpg](http://img84.imageshack.us/img84/4835/sc01a.jpg)
![sc02y.jpg](http://img23.imageshack.us/img23/5453/sc02y.jpg)
![sc03.jpg](http://img440.imageshack.us/img440/8136/sc03.jpg)
Thank you for your time.
Replies
Something to do with which meshes get drawn first or something.
Try attaching your geometry in a different order, or something, lol sorry I'm not much help, all I know is that I've had this issue before and it was a pain in the ass to resolve.
One thing that might be worth noting is that from the looks of it, you'd have trouble rendering that many alpha cards in realtime regardless, you're gonna have a hell of a job sorting many more of those. Might be worth trying to combine some more leaves onto fewer planes, therefore leaving the engine to draw fewer alpha channels.
As I said though, someone who knows more about this technically should be able to offer more advice.
http://www.laurenscorijn.com/viewportshaderfaq
the 3ds max icon's a bit of a give away :P
^^ This right here.
Basically you'll need to self sort your objects!
I hoped that it could be a way around the sorting problem, but i guess I have to be careful when i create them.
ps:
This polycount "thing" is awesome, i mean xoliul shader is my favorite realtime shader and i use it like always, and getting reponse from Mr.Xoliul himself just made my day (you have to understand i'm pretty new on this forum). Next i expect
to see Mr Max and Lady Maya coming to the rescue.