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WebGL rendering issue on transparent geometries #2105

@rich-gg

Description

@rich-gg
  • [ X ] Found a bug
  • [ X ] WebGL
  • [ X ] Desktop/Laptop

Details about the bug:

Hi there :)

As mentioned on this forum post (where you'll find screenshots)
It looks like when you run this code :

var redHourAlpha = 0;
var alphRedHour = 0;

function setup() {
createCanvas(800, 600, WEBGL);
}

function draw() {
background(240);
alphRedHour = map(mouseY, 0, height, 25, -25);
ladder();
}

function ladder() {
//LADDER
for (var i = -45; i <= 45; i += 3.75) {
redHourAlpha = i;
var redHourAlpha2 = map(alphRedHour, -12, 12, -45, 45);
//
var ladderAlphaR = sq(abs(redHourAlpha - redHourAlpha2));
var radiusRladder = 285;
var redHourXladder = radiusRladder * cos(radians(redHourAlpha));
var redHourYladder = radiusRladder * -sin(radians(redHourAlpha));
//
push();
rectMode(CORNER, CENTER);
translate(-redHourXladder+100, redHourYladder, 0);
fill(128, ladderAlphaR);
//
rect(0, 0, 200, 2);

pop();

}
}

on a PC, you get a clean fading to transparency of the dark grey lines
and, when you run the same code on a Mac, you get some fading to white instead of transparency

you can also see it when going to this link:
http://rich.gg/fuzo/

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