Hi Anton,
I have had a few people complain to me about this. It is due to render-order. I'm not sure exactly how it works but I've assumed this is because the render order is specified by each element being drawn, since the cube has 6 sides I think each of the sides gets a different render-order. In order to render a cube "normally" we would have to render the back faces first, which change based on rotation. So for each frame the render order needs to be re-sorted. (I think this is the same as Z-buffering?)
I was told by Chris that to add the per-frame sorting would be a real performance hog. :(
You can tinker with using "depth" which seems to do some strange things, but you never get the effect your talking about, It does some kind of off inverting in Z though... just try putting a "depth" in a chain with a translucent cube and you'll see what I mean.
b.
- in the patch below, during rotation not all faces of the cube show
properly as being transparent. Im aware that when dealing with separate geometry during rotation, one has to be aware of rendering order to deal with issues during rotation (things behind rendering after things upfront have, which looks odd), but should this happen with a single object that has an alpha between 1 and 0 ?