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Showing results for tags 'z'.
I created these four groups: underlayer_group = game.add.group(); npc_group = game.add.group(); overlayer_group = game.add.group(); transtions_group = game.add.group(); I set these depth factor to help me sorting them: underlayer_group.depth = 1; npc_group.depth = 2; overlayer_group.depth = 3; transtions_group.depth = 4; The problem is: In some moments of the game, I use removeAll() method from the groups underlayer_group and overlayer_group to remove their children, so I can add new children. Here is how I add them: this.map_sprite = game.add.tilemap(this.key_name)
Hi, I'm not sure what exactly is the issue here but, i have a mesh which is exported from Max with a simple material with jpg in diffuse and a b+w jpg in the opacity slot. For some reason this is rendering in Babylon almost as if the normals are inverted, or maybe as if there is some z-sorting issue going on ( ie the object is not transparent, but where parts of the object visually overlap itself on screen there seems to be transparency, hence why i'm thinking maybe z issues ).. The alpha itself seems to be working as expected, and the material inside babylon appears to be set