I’m having a problem when I set 2 meshes with transparent textures on top of the other.
As you can see on the attached screenshot, it creates a transparent square around the Flower (Flower it’s a THREE.Sprite), but for some reason it only affects the ground texture and not the shoes/socks that are also behind this THREE.Sprite.
The floor-ground mesh was made feeding a THREE.BufferGeometry and calculating UV on my own.
Does anyone know how to avoid this transparent square?
They show behind the floor texture, if I view them from the same angle where the invisible glitch square also appears when I don’t set depthWrite:false.
But they look okay if I see them from the angle where it also looks okay withoutdepthWrite:false
I think it has to do with the way I’m drawing the floor textures, I’m creating them procedurally filling a BufferGeometry manually, creating on my own the Face Indexes, UV Indexes and Vertex orders? And maybe it cannot calculate depthness correctly? I don’t know, but I haven’t figured it out.
And I also have this other bug, Normal texture, not Sprite, is showing behind the BufferGeometry texture