It doesn't matter if the objects are actually transparent, It matters if they are rendered in the TRANSPARENT_QUEUE.
If a geometry is in transparent queue (again, it doesn't actually have to be transparent), and if you have twoPassTransparency enabled the renderer sets its own CullStates to achieve the desired effect.
Yes, yes, they are rendered in trasparent queue. :)
dhdd said:
So just call it with false and everything should be back to normal.
That works great, thanks. Although I didn't call this anywhere in my code. I am using SimpleCanvasImpl class so its probably set by it (or some superclass). Didn't notice similar effect in StandardGame though.
Thanks again. :)
Transparent objects are not rendered correctly anymore (some are not even transparent)... :(
It doesn't matter if the objects are actually transparent, It matters if they are rendered in the TRANSPARENT_QUEUE.
If a geometry is in transparent queue (again, it doesn't actually have to be transparent), and if you have twoPassTransparency enabled the renderer sets its own CullStates to achieve the desired effect.
InShadow said:
Also I get some strange cull settings which I didn't define (practically some of my objects don't have their back faces culled anymore).
See explaination above.
InShadow said:
Its really strange so I hope you can check this out again.
I reviewed the changes and the effect is desired like that. If someone else could confirm that would be appreciated?