Test case with the rim aqua color material i’m using as a base for my unit counter.
Let’s consider default case
depthTest = true and
depthWrite = true…
If using pc.BLENDING_NONE, it seems setting
depthTest = false, does not make it appear in front always. Instead, a stencil like-behaviour occurs where the fragments only appear if behind another object entity (apparently if behind another object entity within the same graph parent space). Is this expected behaviour or some sort of bug?
However, the problem is fix if i set the blending to something like pc.BLENDING_NORMAL.
So, yea, is this expected that everything must at least use a blending: Alpha setting always or something to always make it appear in front (ie. get
depthTest = false to work…) and cannot use BLENDING_NONE? BLENDING_NONE seems to use a stencil like behaviour (inverse zculling) which causes fragments to only appear if behind something else…(at the time of writing this…) Isn’t this a bug or is it supposed to be as such?