Beams are ordered incorrectly at certain camera angles

It looks like this has always been the case. The purple beam should always appear in front of the white beam, but if I look down at a certain angle the white one will appear in front even though it’s actually hundreds of studs farther away.

beam layering bug.rbxl (13.2 KB)

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Looks like the standard problem with camera-space z-sorting of overlapping transparent objects. You’ll just have to avoid that.

OIT is still too expensive.

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The distance is calculated by the Z distance? Isn’t that strictly wrong? Shouldn’t it be calculated based on the actual 3D distance from the camera?

There is no point on the white beam that is physically closer to the camera than the purple beam.

This is a fundamental problem. Camera distance would not make the problem go away, unfortunately.

I don’t understand. The purple beam is always physically closer than the white beam. If the physical distance was used for ordering, there would be no ordering problem.

Then, if you look from above and move around, there will be a moment when it pops up.

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