mojira.dev

BobzBlue

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Comments

With mipmaps set to 4, compared to 0, leaves loose transparency in a similar manner at a shorter distance. Modded shaders seam to be able to resolve both leave transparency issues. At one point I seem to have somehow accidentally disabled the non-mip related loss of transparency without shaders active by toggling though shaders... this doesn't get rid of the mipmap loss of transparency but that is more likely caused by no alpha channel being mipped, with the leaves texture using a all or nothing method of transparency. I don't know how shaders allow transparency though mips, perhaps by blending the mip levels?