I have a depth draw order issue

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:bust_in_silhouette: Asked By TobiLa

Hey,

in my project I have a meshObject and a CPUParticle effect in front of that. It works fine, until I set an alpha value in the shader of meshObject. Than the depth order drawing gets confused and my mesh is drawn in front of my particle effect:

If you can’t see what I’m doing, I’m commenting out the line “alpha = 1.0;” in the shader script and commenting it in again. You can see the effect in the 3d window, the effect in the running game is the same.

Here is the link to my project:

I am using Godot 3.1.1 stable and GLES2.
Is this an issue in Godot or do I have a wrong configuration somewhere?

Thanks for your help,
Tobias