The material is doublesided, and has an alpha map for the stripes.
Is that an inherent limitation of the material ? It just seems strange that the behavior would depend on the camera angle. Presumably, it would work to render two spheres, one with FrontSide and a separate one with BackSide, which apparently is not quite what happens with DoubleSide. But there may be a better solution which would depend on the underlying cause.
That’s a typical issue with transparency rendering. Faces are not always rendered in the best order so first rendering the back and then the front faces produces better results for transparent, double-sided, non-flat meshes.
Oh, I see. So material.TwoPassDoubleSide will be removed in r149 and replaced by object3d.renderForceSinglePass = false which will be the default. (Until there is an uprising demanding performance over quality by default).
object3d would be a Mesh but could be a Camera as well. I suppose for camera there would be no effect on rendering ?
Amazing how quickly one gets into the thick and thin.