Weird Rendering Order
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- Avg merge
- 3d 22h
- Merged PRs (30d)
- 161
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()
};
```
Contributor guide
Assessment
This issue has not been assessed yet.