Hi All, I have a case where I am showing tags using 2D sprites in the 3D world. sprites are connected to very thing cylinder meshes that connect to the surface centroid. Some camera angles render the sprite behind the cylinder for obvious reasons.
This is the desired behavior.
The is the case I am trying to fix.
I should point out that the main mesh is a huge buffered geometry with a complex shader program and the black edge lines is another big geometry.
If I try to use render order or depth functions, it impacts the interaction of the cylinder and sprite with all the objects.
Is there any way that I can ensure that all objects are rendered the same except that the cylinder is always behind the sprite (Is there a strict render ordering of objects inside a group?). There can be several such objects. I dont want to mess with global render order.