I have a question regarding passes. I have created a pass with depth write & check off and I have another pass in front with depth pass on. The pass infront has a part that is transparent, problem is that the other pass shows through. Anyone know how to solve this issue ?
Thank you
Picture in attachments to get a better picture of the issue, as you can see the blue behind pass(0) shows through when blending is enable on the player texture pass(1).
[SOLVED] Pass Trouble
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- Kobold
- Posts: 37
- Joined: Mon Mar 07, 2011 2:30 pm
[SOLVED] Pass Trouble
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Last edited by Treon on Mon Aug 18, 2014 6:24 pm, edited 1 time in total.
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- Kobold
- Posts: 37
- Joined: Mon Mar 07, 2011 2:30 pm
Re: Pass Trouble
Solved!
Solution was to enable depth check on pass(0) and change depth function to CMPF_GREATER
Cheers
Solution was to enable depth check on pass(0) and change depth function to CMPF_GREATER
- setDepthCheckEnabled(true);
- setDepthFunction(Ogre::CMPF_GREATER);
Cheers