I've been writing a little planet generator using Haxe + Away3D, and deploying to HTML5/WebGL. But I'm having a strange issue when rendering my clouds. I have the planet mesh, and then the clouds mesh slightly bigger in the same position.
I'm using a perlin noise function to generate the planetary features and the cloud formations, writing them to a bitmap and applying the bitmap as the texture. Now, strangely, when I deploy this to iOS or C++/OSX, it renders exactly how I wanted it to:
Now, when I deploy to WebGL, it generates an identical diffuse map, but renders as:
(The above was at a much lower resolution, due to how often I was reloading the page. The problem persisted at higher resolutions.)
The clouds are there, and the edges look alright, wispy and translucent. But the inside is opaque and seemingly being rendered differently (each pixel is the same color, only the alpha channel is changed)
I realize this is likely something to do with how the code is ultimately compiled/generated in haxe, but I'm hoping it's something simple like a render setting or blending mode I'm not setting. But since I'm not even sure exactly what is happening, I wouldn't know where to look.
Here's the diffuse map being produced. I overlaid it on red so the clouds would be viewable.