I'm trying to make vanishing wall depending on camera view. But this happens:
I'm using Test Blend Light Technique in RM_BLEND render, also I'm sure that precise_sort_blend_objects and blend_objects_affect_depth_based_effects are enabled.
How can I fix that? Do I have additionaly sort meshes manually (aren't they already sort by engine?).
Also walls in blend mode are not affected by additionals light, plus there is no specular?
If you call Mesh.drawBlend in RM_BLEND then as stated in the comments, it's drawn immediately, so you have to do sorting manually.
Or use 'BlendObject' that will do automatic sorting for you in RM_BLEND mode.
You could call Mesh.draw in RM_PREPARE, then sorting will be done for you.
However the meshes overlap each other (they are very close), perhaps built-in sorting will not be good enough in your case - needs testing.
Blend Light support only the main (biggest) directional light.
If you need all lights, then I recommend using Alpha-Testing, with alpha channel that resembles noise mask. And then dynamically adjust material alpha color.
Thanks for your support.
Since I need all lights, I'm trying use Alpha-Testing and noise mask, and it's looks ok. But is there any possibility to adjust alpha for specified object only? I can workaround this with doubling all walls materials, but maybe there is better way.