Dunno what to say here. I know that I can see no such error on RC5 or any other build, using MVP data.
It doesn't happen with RC5 (as demonstrated by the screenshot) but it definitely happens with somewhat more recent builds. I'd love to tell you from which commit or nightly number it happens but eh... no nightlies...
My only real guess is that this started happening after Valathil's change to transparency rendering.
Also, the majority of the MVP assets have the glass cockpit as part of the uvmap. That's why you won't suddenly see vasudan fighters with completely transparent cockpits in there.
Second, First there was this bug with transparant texture turrets going to 0,0,0
is this in Mantis? Cos this is the first time I have heard of this.
I sure would like some test data with which to reproduce this though.
http://www.hard-light.net/forums/index.php?topic=80558.0This is a result of the transparency fix that was done by Valathil a few months back. When the transparency code is saving submodels to render last, the code is only saving the submodel's matrix relative to it's parent while not even saving model offsets. That's fine for any transparency submodels that are direct children of the main detail model and don't have an offset other than (0, 0, 0). Any transparent models that go deeper than one past detail0 and positioned elsewhere on the model will look incorrect.
Enabling Merged index buffers fixes this problem ingame though. (Not in the shiplab)
I didn't put it on mantis, since Swifty and Valathil are aware of it (and I think the most likely candidates to fix it)
mah boi
This transparency is what all true warriors strive for.

Srsly tho its probable that swifty didnt take care of my transparency render deferring in his new render code. Cause it seems to me that this only happens in his build right?
Nein, it also happens with the first test build for the enabled weapon flyby sound that you gave me and such.