I’ve been working on a 3D racing game where majority of the graphics are 2D sprites. Either with the block objects or the 3D sprites object and then often using the (but not always) using the billboard behaviour. Looks good and all but for some reason there seems to be a masking issue with them where in certain angles the sprite creates “see through” area around it where transparency is used or just disappears.
So it seems to be a problem with transparencies and masking.
IDK IF THIS IS POSSIBLE
But why dont u just have the player character on its own layer? like theres a invisible player box with the sprite ontop ig? idk
Because then it wouldn’t react to collission properly. It would look very bizzare going up slops and jumping and what not. And yes I did try it. That was my first idea actually before settling with billboard sprite with a 3D person camera which I would assume is how other games does it too.
Though I guess I could try it again but that would mean I’d need to remake a lot of the code probably
And btw for those who see this. I did notice someone else complained about this (or at least a very similar issue) like last year but that thread didn’t get any eyes on it.
If you think about alpha channel as another color and not as separate thing
Then looking at your screenshot if background behind player wound be fully red then what you see is exact what you should see
Like if we cover all that transparent with red then you should see
I think what is going on its trying to KINDA LIKE consider only ONE transparency at a time when they are layered
SINCE transparency of your player there is overlapping that fence
It tries to favorite that transparency ignoring image of fence at all
Actually now im not even sure if its due mixing transparencies
Or its just due object with transparency overlap another object so that transparency color is taking prority
Well whatever this is technical talk just trying to figure out WAT IS GOING ON
Nothing i wrote will help you solve it so just wait for someone with more knowledge to jump in
That at least makes sense in my mind. But what is odd is that it only happens at some angles. Your explanation would probably be very accurate if it would constantly happen.
If you would draw line on bottom of your fence from left to right
You would see how exactly your player is gutting in into fence itself
I assume its like how much of player needs to be inside fence for it to consider it as priority
Again this is technical blablabla
But you for sure seen that in some 3d games that if you move camera way up or down it will clip trough some object in VERY strange way showing you parts of these objects
Where if you would move camera toward these objects in same distance but in straight line they would look perfectly fine