I was using raylib and instead of partially showing the texture behind it's just black.
Expected output (made with an editor):
Here's my code:
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(cam);
DrawTexturedPlane(test, testPos);
DrawTexturedPlane(mc, cam.target);
EndMode3D();
EndDrawing();
I tried switching lines DrawTexturedPlane(test, testPos);
and DrawTexturedPlane(mc, cam.target);
but it just made reverse. I feel like I know but I just can't search it or remember it.
I remembered where I've seen solution to my question: https://learnopengl.com/Advanced-OpenGL/Blending
I just didn't sort texture by their distance to camera. Here's the code if you want tp see it:
...
const float distMc = Vector3Distance(cam.position, cam.target); // position to the guys is constant
...
float distTest = Vector3Distance(cam.position, testPos); // calculate position to the test object
//draw
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(cam);
if (distMc <= distTest) {
DrawTexturedPlane(test, testPos);
DrawTexturedPlane(mc, cam.target);
} else {
DrawTexturedPlane(mc, cam.target);
DrawTexturedPlane(test, testPos);
}
EndMode3D();
EndDrawing();