I imported a mesh from Blender 2.90.1 (glTF 2.0 exporter, all transforms applied, normals calced outside) into Godot v4.0.2.stable.official [7a0977ce2] and when setting no_depth_test = true, it seems like Godot enables the manual depth sorting between the mesh's planes themselves rather than sorting the mesh as a whole.
Is it possible to avoid this totally unnecessary internal depth sorting?
Depth sorting works fine with built-in primitive shapes (CubeMesh, PrismMesh...etc.) in the MeshInstance node. However, for more complex meshes and models (ones imported from Blender) it gives the results seen in the pics. built-in CubeMesh - normal (no_depth_test = false) built-in CubeMesh - normal (no_depth_test = true)
I was expecting that imported meshes would behave the same way as the built-in meshes, that manual depth sorting would work for the mesh as a whole and not between the mesh tris themselves.
I thought the problem could be from **separate ** geometry i.e. exporting several separate meshes as one file, even if these separate meshes are parts of a whole (like shelves).
I tried making a single shelf mesh made up of several joined meshes (Ctrl + J), but that didn't work. Normal looking mesh, no_depth_test = false Abormal looking mesh, no_depth_test = true
I tried making a single shelf mesh made up of a single cube with boolean operations to create the shelves, which also didn't work. single cube undergone boolean operation - normal (no_depth_test = false) single cube undergone boolean operation - abnormal (no_depth_test = true)