Comments (2)
More precisely, the problem comes from the box -- it is a transparent object that has other transparent objects inside its bounding box. We can't handle that case correctly. To fix it you must make the box opaque.
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This model uses transparent objects (the spheres and box), so they can't rely on the depth buffer for ordering. We are currently not handling these cases very well and I'm not sure there is much we can do. The rendering order can change from frame to frame due to our multi-threading
The only solution is do use opaque objects, especially in this case, there is no reason to use transparent objects (since they don't seem to actually have transparency).
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Related Issues (20)
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