Hello,
I think i’ve come across a renderOrder
issue when creating an InstancedMesh
from an imported glb file, here’s the resulting image of the seemingly wrongly ordered instanced mesh…
As you can see the furthest back instance is rendering on top of the other instances in front of it… for context I’m simply shuffling the instances forwards so that the back most instance jumps to a position 1 unit ahead of the current front most instance in a loop so they are continuously cycling around while moving forwards…
For further context, I’ve sanity checked and tested by creating the instances from a PlaneGeometry
and MeshStandardMaterial
(as apposed to using references to the imported glb’s geometry and material) which in effect does not have the same “renderOrder
” error and renders the order as expected…
Here’s a pen that demonstrates the issue i’m having…
and here’s a link to the simple .glb (it’s just a plane with custom UV’s essentially) + (the material has transparent set to true)
planeTest.glb
Would anyone know why the renderOrder of the InstanceMesh evaluates fine when using native geometry and material classes but encounters this issue when creating the InstanceMesh from references to an imported glb’s geometry and material?