Jester504 109 Posted August 18, 2018 Hey folks, I've got a glass canopy that's displaying oddly. For testing purposes, I'm using the glass .paa texture and glass .rvmat directly from plane_fighter_03. The rest of the plane has the Blender UV map texture but the body .rvmat from plane_fighter_03. Whenever you look through two layers of glass, the texture behind it displays very weirdly. Here's a screenshot: https://imgur.com/a/4MMtfza (it is the same in-game) Any idea what's going on? Share this post Link to post Share on other sites
UK_Apollo 476 Posted August 18, 2018 Have you brought the outer most glass layer to the top of the stack? Object Builder Select object with glass texture Faces > Move Top Share this post Link to post Share on other sites
Jester504 109 Posted August 19, 2018 That does it! Awesome! Thanks! What does that command do, exactly? Share this post Link to post Share on other sites
UK_Apollo 476 Posted August 19, 2018 It's something to do with not being able to use depth buffering during rendering because they are transparent objects (_ca). So instead there is a stack order which is used to tell the game engine what is on top of what. Someone with more in-depth knowledge could probably use cleverer words in a better order to explain it. You'll probably find that you need to bring glass faces back to the top of the stack multiple times during the mesh build process, particularly after copying/pasting new objects in, as those objects will be placed at the top of the stack. Selecting the glass objects using their common .rvmat is usually easiest. Share this post Link to post Share on other sites