Ok, don't ask me why, but certain models and even brushwork are drawn before a certain material that is closer to the player.
The glass is func_detail, by the way, and textured only in one side. The other one has nodraw.
These are the vmt contents of that glass material:
"LightmappedGeneric"
{ "$basetexture" "fallingwater/wglass1"
"$surfaceprop" "glass"
"$translucent" 1
"$nocull" 1
"$envmap" "env_cubemap"
"$envmapmask" "fallingwater/wglass1mask"
}
You could think that my glass material is messed up, but notice how it doesn't happen with the glass on the left. The trees are clearly behind. It also happened with other glass textures, so I'm kind of guessing it has to do with the model. Any ideas of why that happens? Have you seen this effect anywhere else?