bevyengine / bevyengine/bevy

Weird Rendering Order

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#13,298 1 comment 0 reactions 0 assignees View on GitHub
A-Rendering C-Bug S-Needs-Investigation
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Rust
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Description

## Bevy version

0.13.1

## General information

AdapterInfo { name: "NVIDIA GeForce GTX 1070 Ti", vendor: 4318, device: 7042, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "536.23", backend: Vulkan }

## What I try to achieve

I have made a chunk that has cubes that use "global lattice voxels"

## The problem

The ordering is wrong or some weird bug that I can't understand probably how the normals are implied. sometimes the texture Image is transparent and some time is not.

Here I changed the normals to be wrong to see the difference

https://github.com/bevyengine/bevy/assets/69791771/784bf730-81df-44ef-b93c-7f02375f50bc

when done "currently" (all normals looking up) (it should be seen from both sides )

https://github.com/bevyengine/bevy/assets/69791771/1da71e16-fb6c-44d4-885b-cc4553cd4213

## Additional information

Some normals are not current for viewing easily when I create StandardMaterial I use the double-sided to be true and cull_mode to None which enables rendering both ways

```
let material = StandardMaterial{
base_color_texture : Some(image),
double_sided: true,
cull_mode: None,
alpha_mode: AlphaMode::Blend,
..default()
};
```

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