I am one step closer to unraveling this mystery.
Please look at the attachment.
I have created and loaded a 3ds file with 6 different planes, all individually scaled and corrected the UV tiling.
1. The transparency on the planes now works 100% perfectly even with 6 different textures on it. When I used a PlaneGeometry to create my planes dynamically, this didn’t work very well, I saw a couple of transparency issues.
2. When I used my ConeGeometry inside the room, the transparency problems arise when the cone is too close the one of the ‘walls’. As you can see from the attachment, when the cone was in the middle of the ‘room’, the transparency worked fine but when it gets to close to the ‘walls’, suddenly the texture transparency of the left plane screws up.
Hope this makes sense.
theMightyAtom - 08 June 2012 04:14 AM
Yes, that does seem a bit random.
I’ve experienced this kind of thing when using alphaBlend=true, and there are several explanations out there, to do with rendering order.
Are you using alphaBlending at all?
The last time I tried, bothsides=true didn’t mean your lighting worked on the flip side of your geometry. I know Fabrice was talking about fixing that one, but not sure of status in current build.
Otherwise I’m blank, but your welcome to send me a test file to have a play around, .(JavaScript must be enabled to view this email address)
Good Luck!