Thanks, for that problem I ended up removing the top face and just put a separate opaque plane instead.
for the “looking through many walls at the same time” problem I ended up creating custom shader where i first render the walls only so that i get the depth which i later can use to test if I should discard a fragment or not and it seems to work well:
Where in some angles the sprite centroid is closer to the camera than the wall centroid…
I have been playing around with trying to use the same technique i did for the walls with checking if the pixel is occluded by a wall or not and then manually try to mix the colors properly… but cannot seem to get it right.
Also tried to sort the objects manually by checking line intersections between the camera → sprite and wallLeft → wallRight but realized pretty quickly that this will be way to hard to get proper due to different sprite sizes and also would be very expensive since I might have thousand walls and hundreds of sprites…
Another thought i had was to chop up the walls into smaller pieces but there will still be a lot of edge cases I think since the sprites ( that represents equipment readings ) might be placed very close to the wall and in corners etc…
Feels like it should be solvable with utilizing the walls depthTexture … if anyone has any ideas I would be very grateful