What I try to do is fading (in and out) textures on a custom shape (with beginShape(QUADS)) in Processing 3.3.6.
The problem is, that the blocks (see following picture) cover others in a weird way:
What's even weirder is that the ground doesn't get blocked out.
In the code I'm basically drawing the ground, then I draw the blocks with beginshape and a texture.
For the transparency I call "tint(255, alphavalue)" and "noTint()".
What I'm trying to achieve is a fadeIn and fadeOut of transparency on the ground and blocks as an alternative to the more resource expensive fog (which I didn't seem to find an easy way for).
Does anyone know an easier way than tinting texture with alpha to achieve a truly transparent texture in processing?
Thanks
FIXED
The problem is depth sorting.
Basically, processing is sorting by draw order by default, but it should be sorted by depth.
To fix this, I call:
hint(ENABLE_DEPTH_SORT);
before drawing the blocks and to save processing power, I call
hint(DISABLE_DEPTH_SORT);
after.