Gugis Posted February 12, 2014 Share Posted February 12, 2014 This is how mesh look when backFaceCulling is set to false. How to fix it? backFaceCulling = true: Material settings (exported from Blender): { "name": "tent01", "id": "tent01", "ambient": [ 0.8000, 0.8000, 0.8000 ], "diffuse": [ 0.8000, 0.8000, 0.8000 ], "specular": [ 0.0000, 0.0000, 0.0000 ], "specularPower": 50.0000, "emissive": [ 0.0000, 0.0000, 0.0000 ], "alpha": 1.0000, "backFaceCulling": true, "diffuseTexture": { "name": "tent01-body.png", "level": 1.0000, "hasAlpha": 1.0000, "coordinatesMode": 0, "uOffset": 0.0000, "vOffset": 0.0000, "uScale": 1.0000, "vScale": 1.0000, "uAng": 0.0000, "vAng": 0.0000, "wAng": 0.0000, "wrapU": true, "wrapV": true, "coordinatesIndex": 0 }, "opacityTexture": { "name": "tent01-body-opacity.png", "level": 1.0000, "hasAlpha": 1.0000, "coordinatesMode": 0, "uOffset": 0.0000, "vOffset": 0.0000, "uScale": 1.0000, "vScale": 1.0000, "uAng": 0.0000, "vAng": 0.0000, "wAng": 0.0000, "wrapU": true, "wrapV": true, "coordinatesIndex": 0 } } Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 13, 2014 Share Posted February 13, 2014 Humf, this is "normal" because your object has an opacity texture which remove the depth buffer writing. So faces (which are not ordered) are drawn in a non specific order Quote Link to comment Share on other sites More sharing options...
Gugis Posted February 13, 2014 Author Share Posted February 13, 2014 Thanks Quote Link to comment Share on other sites More sharing options...
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