Static meshes where at least one surface is transparent seem to draw in the incorrect order. I've noticed this in D3D9, D3D8, and OpenGL but not Software or D3D7.
[img]http://ebd.unrealsp.org/wips/comarpsion.jpg[/img]
For your convenience I have a level that highlights the issue here:
ebd.unrealsp.org/wips/static_mesh_misadventure.zip
MD5 of OpenGLDrv.dll: a9 63 b9 ab 9e 7f 17 45 f5 15 80 c6 fa 05 c6 1e
MD5 of D3D9Drv.dll: 78 44 41 95 46 a9 c0 b1 61 71 c6 13 73 da 25 fc
MD5 of D3D8Drv.dll: 62 92 f5 da e9 c8 74 79 c9 0c fb 36 ab 05 a6 42
Below are the settings from my Unreal.ini for the above 3 renderers
Code: Select all
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
FullMeshRendering=True
ZRangeHack=True
NoAATiles=False
NumAASamples=4
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=True
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseFragmentProgram=True
UseCVA=False
UseMultiDrawArrays=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=1
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=16
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=0
Description=
SceneNodeHack=True
Code: Select all
[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=False
NumAASamples=4
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=False
MaskedTextureHack=True
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseFragmentProgram=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=4
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
UseTrilinear=True
UsePrecache=False
UsePalette=False
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DetailTextures=True
FullMeshRendering=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
SceneNodeHack=True
Code: Select all
[D3D8Drv.D3D8RenderDevice]
ZRangeHack=True
NoAATiles=False
NumAASamples=0
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=False
MaskedTextureHack=False
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseVertexProgram=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=1
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=0
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
UseTrilinear=False
UsePrecache=False
UsePalette=False
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DetailTextures=False
FullMeshRendering=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
SceneNodeHack=True
I'll be watching the thread for when it is revealed that I am missing something or that the problem exists between my keyboard and chair