Raindrops in front of fire look wrong
If you look at a large fire while it is raining (e.g. the fire on the Seyda Neen lighthouse) you can see a weird transparency effect around raindrops, that allows you to see through the fire. Watch this video to see what I mean:
OpenMW version: Latest 32bit nightly by Ananace (e82e83)
Happens with both OpenGL and DirectX
#3 Updated by Jannik Heller about 2 years ago
The transparency sorting done by Ogre AFAIK uses the scene node position (so basically the root node of each NIF file). This is pretty inaccurate, sorting by the center of the bounding box might give better results, which we could also fix by attaching each mesh in a NIF to its own scene node, located in the center of its bounding box. Still, that would be a lot of effort and possible reduced performance for little gain.
For ParticleSystems I believe it uses the node that we are attaching the particle system to for sorting, so for NIFs the particle bone. The position of the particle bone is not necessarily the position of the emitted particles (that's controlled by the emitter bone). Haven't looked at the fireplace mesh to see whether that's actually causing the issue here.