I have a composition which cuts up a texture with an alpha using
crop and an iterator and spreads the chunks of the
texture throughout 3D space rendered on sprites.
none of the options for depth testing appears to give me the
result I'd expect.
Do the squares move? If not, you could consider ignoring the depth
testing and ordering each patch as a layer. How exactly are you
displaying the images? Are you using a Sprite patch?
I need the entire composition to be able to be rotated 360 degrees in
any axis and still draw in the correct order, so I do need
depth ordering.
yes, I use a sprite patch to draw each section of the larger texture,
working out the chunk of the texture and the correct
position is done by nested iterators.
below is another pic using "read/write", you can see that each sprite
draws correctly with its alpha mask against
the green background but not where two sprites are on top of each other.
is this a limitation of depth testing or a bug?
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