(OgreVolumeRendering): transparency glitch with mixed rendering
Summary
There's a small glitch when rendering a fully opaque mesh behind a semi-transparent volume.
The volume's transparency bleeds onto the mesh rendering it partly transparent, and thus showing the background.
Steps to reproduce
- Run OgreViewer
- load an image
- render the volume and the negato
- turn the volume so that the negato is behind it
- you should see the background through the volume but it should be opaque
- playing a video makes this even more obvious.
Dev environment
- OS: Any
- GPU: seems to be NVIDIA related (not confirmed)
Possible fixes
This could be related to the alpha blending bug we had in !203 (merged) ¯\_(ツ)_/¯