Transparency error, depth sort fail only with ATI

Hello

weird transparency result only with my ATI firepro, latest drivers.

tested “setDepthTest(true);” but no result

[java]

import com.jme3.app.SimpleApplication;
import com.jme3.asset.TextureKey;
import com.jme3.light.PointLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.Texture;
import com.jme3.util.TangentBinormalGenerator;

public class TestNormalMapping1 extends SimpleApplication {

float angle;
PointLight pl;
Spatial[][][] spheres = new Spatial[5][6][20];
Spatial lightMdl;

public static void main(String[] args) {
	TestNormalMapping1 app = new TestNormalMapping1();
	app.start();
}

@Override
public void simpleInitApp() {

	for (int i = 0; i < spheres.length; i++) {
		for (int j = 0; j = 0; k--) {

				Box sphMesh = new Box(Vector3f.ZERO, 1,1, 1);

// sphMesh.setTextureMode(Sphere.TextureMode.Projected);
//sphMesh.updateGeometry(32, 32, 1, false, false);
TangentBinormalGenerator.generate(sphMesh);

				Geometry sphere = new Geometry("Rock Ball", sphMesh);

// Material mat = assetManager
// .loadMaterial(“Textures/Terrain/Pond/Pond.j3m”);
// Material mat =
// assetManager.loadMaterial(“Textures/BumpMapTest/SimpleBump.j3m”);
Material mat2 = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
TextureKey key2 = new TextureKey(“Textures/Terrain/Rock/Rock.PNG”);
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
mat2.setTexture(“ColorMap”, tex2);
mat2.getAdditionalRenderState().setDepthTest(true);
sphere.setMaterial(mat2);
// sphere.setQueueBucket(Bucket.Opaque);
rootNode.attachChild(sphere);

				sphere.setLocalTranslation(i * 3f, j * 3f, -3f * k);

				spheres[i][j][k] = sphere;
			}
		}
	}

	lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
	lightMdl.setMaterial(assetManager
			.loadMaterial("Common/Materials/RedColor.j3m"));
	rootNode.attachChild(lightMdl);

	pl = new PointLight();
	pl.setColor(ColorRGBA.White);
	pl.setPosition(new Vector3f(0f, 0f, 4f));
	rootNode.addLight(pl);

	// DirectionalLight dl = new DirectionalLight();
	// dl.setDirection(new Vector3f(1,-1,1).normalizeLocal());
	// dl.setColor(new ColorRGBA(0.22f, 0.15f, 0.1f, 1.0f));
	// rootNode.addLight(dl);
}

@Override
public void simpleUpdate(float tpf) {
	angle += tpf * 0.25f;
	angle %= FastMath.TWO_PI;

	pl.setPosition(new Vector3f(FastMath.cos(angle) * 4f, 0.5f, FastMath
			.sin(angle) * 4f));
	lightMdl.setLocalTranslation(pl.getPosition());
}

}
[/java]

What does “weird” look like?

You have tested it on other cards? Which ones?

poor explanation, yes

looks like this

And yes, I’ve tested with my laptop card, Nvidia 640, And works perfectly

If I can help with some test …

Thanks pspeed!!

this is the photo

everything works properly with nvidia 640

thanks!

this is the photo

http://picturepush.com/public/12024179

everything works properly with nvidia 640

thanks!

You’re not setting the Bucket or the additional render state BlendMode to Alpha

The blend mode setting would definitely effect things oddly.