Hello,
I imported a mesh from Blender 2.90.1 (glTF 2.0 exporter, all transforms applied, normals calced outside) into Godot v4.0.2.stable.official [7a0977ce2] and when setting no_depth_test = true, it seems like Godot enables depth sorting between the mesh's planes themselves rather than sorting the mesh as a whole. Depth sorting works fine with primitives, however, for more complex meshes it gives the result below. Is it possible to avoid this totally unnecessary internal depth sorting?
Thanks.



Same post on r/godot: