When you have two planes in Three.js / WebGL and one or both of them are transparent, sometimes the plane behind will be hidden by the transparent plane above. Why is this?
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1[related](https://stackoverflow.com/questions/4127242/opengl-rendering-two-transparent-planes-intersecting-each-other-impossible-or) – gman Oct 07 '20 at 06:35
7 Answers
Setting the depthWrite
property to false
solved my issue.
new THREE.MeshBasicMaterial({
opacity: 0.25,
transparent: true,
side: THREE.DoubleSide,
depthWrite: false
});

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Let's say that you are using some transparent *.png image. Then this would help:
new THREE.MeshBasicMaterial( { side:THREE.BackSide,map:texture, depthWrite: false, depthTest: false });

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For some reason the `side: THREE.BackSide` part stopped my images from rendering all-together. But aside from that, the rest worked great! – Ruben Martinez Jr. Jun 29 '14 at 21:34
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3You probably want to use THREE.DoubleSide so it's visible from both sides. – Blaise Oct 16 '14 at 11:57
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It works in my case, but what are the implications? What cases will now start not working? – trusktr Jan 24 '19 at 23:50
Try adding alphaTest: 0.5
to the material.

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Have tried that, didn't work :/ I guess it is an webgl problem so I have to redesign how my game is displaying planes. It'll look a bit hacked though. – MaiaVictor Jul 04 '12 at 01:45
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1I have a plane with a canvas-based texture mapped to it displaying text. At certain angles/positions I was having issues with the transparency of the texture material and this fixed it, so thanks! – plyawn May 28 '13 at 21:04
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3Note: `alphaTest` is a treshold that will make semi-transparent areas in textures either fully opaque (when pixel opacity > treshold) or fully transparent (when pixel opacity < treshold). This may result in ugly edges. – Blaise Oct 16 '14 at 12:12
This is not a bug, it's just how OpenGL (and, hence, WebGL) works. Transparent surfaces don't play well with the z-buffer, and as such must be manually sorted and rendered back-to-front. Three JS is attempting to do this for you (which is why the problem goes away when you set the X value > 0) but cannot robustly handle the case of intersecting geometry like you're showing.
I've explained the issue more in-depth in a different SO question, so you may want to reference that.
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1Thanks for the answer but so you are telling me it's better just to redesign my game or is a solution pursuitable hacking Three.JS? – MaiaVictor Jun 22 '12 at 23:40
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1@Toji the question you refer to is not dealing with exactly the same issue. In the other question it is only part of the object/texture that is transparent where in this question the whole plane is transparent and this is easily solvable by simply deactivating the `depthWrite` totally for the transparent plane. – Wilt Jan 14 '16 at 12:58
fwiw, if you have lots of parallel planes (can't see your sample, google can't resolve your domain), it's easy to keep them sorted along the perpendicular axis. For a list of planes [A B C D] the order-to-draw will be either [A B C D] or [D C B A] and nothing else! So there need not be a performance hit from sorting. Just keep them in order as you go.

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the problem is that I have some planes that should be rendered crossing the others. Like if they were 3d flat swords. Might I ask, how did you find that question so long after it was asked and how did 4 upvoters come here? – MaiaVictor Oct 25 '12 at 16:47
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Your questions abut people's behavior I cannot answer :) However, if you have polygons that cross one another, there is no easy correct solution other than per-fragment ones like K-Buffers or the original A-Buffer algorithm, unless you specifically police the triangle intersections and tesselate them on the fly. – bjorke Jul 16 '15 at 02:04
Setting Mesh renderOrder
to solve my problem, below is my code, you can modify node.renderOrder
value:
loader.load(model_url, (gltf)=>{
let scene = gltf.scene
scene.traverse((node)=>{
if(node.isMesh){
node.material.transparent = true
if(node.name === 'car_windows'){
node.material.opacity = 0.4
node.material.side = 0
node.renderOrder = 110
}
if(node.name === 'car_body'){
node.material.opacity = 0.4
node.renderOrder = 100
}
if(node.name === 'car_seats'){
node.material.opacity = .5
node.renderOrder = 90
}
mesh_arr.push(node)
mesh_objs[node.name] = node
}
})
})

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1Although, the answer doesn't include any examples and not really descriptive, this is the only option worked for me, thanks! – Footniko Jul 14 '20 at 14:27
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This worked for me, don't use the literal boolean value true try using 1 instead.
object3d.material.transparent = 1;

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