should i expect the same results in the way irrlicht handles alpha (both blend & additive) with internal materials and how it handles it with shaders ?
if i have 2 crossing quads with material type set to EMT_TRANSPARENT_ADD_COLOR or EMT_TRANSPARENT_ALPHA_CHANNEL irrlicht handles the face sorting just fine. Now If i create a GLSL shader material type using addHighLevelShaderMaterialFromFiles , and pass EMT_TRANSPARENT_ADD_COLOR or EMT_TRANSPARENT_ALPHA_CHANNEL as the baseMaterial type The alpha sorting on the faces doesn't happen.
Is this just the way it is ?
shader version using EMT_TRANSPARENT_ALPHA_CHANNEL as the baseMaterial at the back , irrlicht material with type set to EMT_TRANSPARENT_ALPHA_CHANNEL in the front.
gets even more confusing if i set ZWriteEnable to false on the shader material it will work as the built in irrlicht material (not that surprising) but is still z sorted against other objects !!!