GLSL transparency visible without Object Properties -> Display -> [ ] Transparency selected. #41731

Closed
opened 2014-09-06 12:28:13 +02:00 by Jaggz H · 6 comments

System Information
W7x64,

Blender Version
Broken:

 W7x64, 2.71 with GeForce GT 240 and an AMD Phenom II X4 840T processor.
 W7x64, 2.71.6 (24ea3ab) with gtx 570 and an i7 2600k
 

An object appears transparent even without Object -> Display -> Transparency selected.
Two situations:

  1. When the transparent object (Obj A) is selected, it is transparent, and other objects (Obj B) show through it, like normal transparency.
  2. When another object is selected (ex: an intersecting cube), Obj A is still transparent, but only its own faces show through.

Exact steps for others to reproduce the error

  1. New .blend.
  2. Switch to GLSL (N panel -> Shading -> GLSL)
  3. Switch to Texture display mode.
  4. Make two cubes (eg. duplicate default cube).
  5. Make cubes intersect or otherwise visually overlap (not fully necessary to see some of the issue).
  6. Choose a cube and enable Materials -> Transparency, and set Alpha to, say, .5.
    6a. You can optionally single-user the Material and set transparency on just one cube.
  7. You should see the cube is transparent.
  8. Choosing the other cube (possibly the opaque one) changes how the transparency is displayed.
    glsl-bug-from-scratch.blend

Several people say it's a bug that the object(s) are transparent without Object -> Display -> Transparency being selected, so please let us know if this is a feature. :)

**System Information** W7x64, **Blender Version** Broken: ``` W7x64, 2.71 with GeForce GT 240 and an AMD Phenom II X4 840T processor. W7x64, 2.71.6 (24ea3ab) with gtx 570 and an i7 2600k ``` An object appears transparent even without Object -> Display -> Transparency selected. Two situations: 1. When the transparent object (Obj A) is selected, it is transparent, and other objects (Obj B) show through it, like normal transparency. 2. When another object is selected (ex: an intersecting cube), Obj A is still transparent, but only its own faces show through. **Exact steps for others to reproduce the error** 1. New .blend. 2. Switch to GLSL (N panel -> Shading -> GLSL) 3. Switch to Texture display mode. 4. Make two cubes (eg. duplicate default cube). 5. Make cubes intersect or otherwise visually overlap (not fully necessary to see some of the issue). 6. Choose a cube and enable Materials -> Transparency, and set Alpha to, say, .5. 6a. You can optionally single-user the Material and set transparency on just one cube. 7. You should see the cube is transparent. 8. Choosing the other cube (possibly the opaque one) changes how the transparency is displayed. [glsl-bug-from-scratch.blend](https://archive.blender.org/developer/F109155/glsl-bug-from-scratch.blend) Several people say it's a bug that the object(s) are transparent without Object -> Display -> Transparency being selected, so please let us know if this is a feature. :)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @jaggz

Added subscriber: @jaggz

Added subscribers: @Sergey, @Psy-Fi, @mont29

Added subscribers: @Sergey, @Psy-Fi, @mont29

Iirc, this is considered a feature… OGL guys might know, sergey, psy-fi?

Iirc, this is considered a feature… OGL guys might know, sergey, psy-fi?

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2014-09-08 11:07:06 +02:00

This is just the way how transparency handled in the viewport, caused by the order of the objects being displayed. In order to make such cases work correct we'll need to sort faces by the Z-buffer and draw them in that order. That'd lead to really loads of overhead, making display really slow.

Thanks for the report, but it's just a known limitation.

This is just the way how transparency handled in the viewport, caused by the order of the objects being displayed. In order to make such cases work correct we'll need to sort faces by the Z-buffer and draw them in that order. That'd lead to really loads of overhead, making display really slow. Thanks for the report, but it's just a known limitation.
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Reference: blender/blender#41731
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