A client setting the property LocalTransparencyModifier
to 0/0
or NaN
causes a rendering issue when there are neon parts present.
If there is a neon part within the camera’s cone of vision (occlusion doesn’t matter), any part with LocalTransparencyModifier == 0/0
will glow as though it were neon, however the part’s original material will still be visible beneath the glow.
Exactly when this happens has an interesting pattern.
The neon part will be called NP, and the part with LocalTransparencyModifier == 0/0
will be called LTM. Consider the three axes x, y, z. These three axes form 8 regions (octants) with respect to origin (0, 0, 0).
- When LTM is not in the same octant as NP, LTM will only have this neon glow when NP is within the camera’s cone of vision.
- When LTM is in the same octant as NP, LTM will have the neon glow regardless of if your camera has NP within its cone of vision.
When setting this property to an invalid value (such as NaN), I’d expect it to use a fallback value instead such as 1 or 0. Or at least not do whatever it’s currently doing with neon.
Repro_LocalTransparencyModifier_NaN.rbxl (12.8 KB)
My specs if it matters, but I believe this is platform agnostic.