Can you post a pic of your problem?
Most of the "clipping" problems can be fixed by "sharp edge"-ing in O2.
Other "shadow" issues on transparent faces can be solved by using non-shadow rvmat's. E.g.:
First (assigned) rvmat:
Code:
ambient[] = {1.000000, 1.000000, 1.000000, 1.000000};
diffuse[] = {1.000000, 1.000000, 1.000000, 1.000000};
forcedDiffuse[] = {0.000000, 0.000000, 0.000000, 0.000000};
emmisive[] = {0.000000, 0.000000, 0.000000, 1.000000};
specular[] = {1.000000, 1.000000, 1.000000, 0.000000};
specularPower = 5.000000;
renderFlags[] = {"NoAlphaWrite"};
nextPass = "modem_tiger\tiger_glass_2nd.rvmat";
PixelShaderID = "Glass";
VertexShaderID = "Glass";
class Stage1 {
texture = "#(ai,64,64,1)fresnelGlass()";
uvSource = "none";
};
class Stage2 {
texture = "ca\air\data\materialy\env_co.paa";
uvSource = "none";
};
2'nd stage rvmat (tiger_glass_2nd.rvmat)
Code:
ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
emmisive[] = {0, 0, 0, 1};
specular[] = {0, 0, 0, 0};
specularPower = 0;
PixelShaderID = "AlphaNoShadow";
VertexShaderID = "Basic";
renderFlags[] = {"NoColorWrite"};