That happens because you use the Transparent Rendering Process method (see the "'Transparency' is not what you think" subject) instead of Solid Pass Process.

Simply add the d3d_entsort = 0; to the main function or add the bool PASS_SOLID; flag in the mirrorWater.fx file.


Last edited by rojart; 07/08/11 14:06.

Regards, Robert

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