I’m using a CubeReflectionTexture to create real time reflections, and run into an issue where if the reflection is showing a Texture that uses Transparency, it makes the object itself transparent.
It doens’t appear to be an issue if i use MultiPass materials, however the multipass meterial doesn’t fit well with what i’m developing so i’m simply using a standard ColorMaterial.
The smoke in the scene is simply some polys with a texture using alphablending
Is there something i’m missing to cure this transparent mesh issue?