Anixias
Member
Hello. I am using vertex buffers and chunks to render an "infinite" randomly-generated world. For my water texture, I include dirt and a transparent floating blue plane above it. When the game submits the vertex buffer, however, it produces the following result:
As you can see, the water has a weird checkered effect. I know why, but I don't know how to fix it. When the vertex_submit function is called, the transparent water overwrites the triangles already there, rather than blending the alpha. I tried implicitly using the bm_normal blend mode, but it didn't help. Any ideas?
As you can see, the water has a weird checkered effect. I know why, but I don't know how to fix it. When the vertex_submit function is called, the transparent water overwrites the triangles already there, rather than blending the alpha. I tried implicitly using the bm_normal blend mode, but it didn't help. Any ideas?