When a sign entity is positioned behind glass blocks, the sign text fails to properly respect the scene’s depth buffer and transparency sorting rules. Instead of being correctly occluded by the glass material’s alpha-tested/translucent pass, the sign’s text layer is rendered in a higher draw order or separate transparent pass that does not fully participate in depth testing against the glass surface.
As a result, the glass block’s transparency shader does not correctly mask or composite the sign text, leading to a transparency sorting artifact where the sign text is still visible through intervening translucent geometry. This suggests an issue in RenderDragon’s handling of mixed translucent layers (glass) and text rendering passes, likely involving improper Z-buffer writes or incorrect render queue prioritization for sign text.
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We're tracking this issue at MCPE-126036, so I will resolve and link this report as a duplicate.
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