- Home /
Transparent faces renders behind non-transparent. WTF?
I'm making game in PSX/N64 style as challenge to myself (totally unrelated to that I suck as modeler combined with me wanting all my own artwork) so I'm limited with vertex amount I can use per model.
Therefore, to make palm tree I've decided to use oldest trick in the book for leaves - textured planes.
Unfortunately they're rendered behind non-transparent faces of palm, no matter what I try.
I've made backfaces for planes so flipped normals aren't it. Please help me.
Shader I use for palm is Transparent->Diffuse. I'm giving link to zipped model file (blender) with texture I use. https://dl.dropboxusercontent.com/u/210143/palmtree.rar
Please don't overload my dropbox though!
If you need leaves that are behind other leaves or the trunk to not render at all, you need an occlusion culling system.
Additionally, I recommend you use quads ins$$anonymous$$d of planes if you want to show textures, performance reasons. Unless you truly need the extra triangles.
Your answer
![](https://koobas.hobune.stream/wayback/20220613114558im_/https://answers.unity.com/themes/thub/images/avi.jpg)