I have a serious problem with CameraRange:
My fps gunhand is scaled down to a very small size to prevent it from dipping into walls. I prefere this over the not-working EntityOrder hack. To make this work, my camera range needs to start at 0.03 (to eg. 250). This is all working fine so far.
Now I have a level mesh that contains some hills from a FLE export (ALE like terrain mesh, using vertex alpha). The Mesh is using a slightly z-elevated alphablended mesh for the additional materials, i hope you know what I mean. (This kind of "blending" isn't very clever anyway, but for this level I don't want/can go back)
Where this renders fine with a camerarange min of 0.1, it starts z-fighting horribly with a min of only 0.03. But when I use a min of 0.1 then the gunhand mesh is rendered only partly.
How you solve this Problem? I would like to prevent an additional render because of the overhead and also to keep things simple.
My fps gunhand is scaled down to a very small size to prevent it from dipping into walls. I prefere this over the not-working EntityOrder hack. To make this work, my camera range needs to start at 0.03 (to eg. 250). This is all working fine so far.
Now I have a level mesh that contains some hills from a FLE export (ALE like terrain mesh, using vertex alpha). The Mesh is using a slightly z-elevated alphablended mesh for the additional materials, i hope you know what I mean. (This kind of "blending" isn't very clever anyway, but for this level I don't want/can go back)
Where this renders fine with a camerarange min of 0.1, it starts z-fighting horribly with a min of only 0.03. But when I use a min of 0.1 then the gunhand mesh is rendered only partly.
How you solve this Problem? I would like to prevent an additional render because of the overhead and also to keep things simple.