Quote:

Not really. But I've added some more information to the FAQ explanation, which should clear up the issue a little:

Q. I have problems with the sorting of transparent entities or alpha channel textures. For instance, I'm trying to make a tree by crossing two sprite like a 'X. When using 32 bit TGA sprites, the first sprite is always drawn before the second sprite. This doesn't happen when I use PCX or BMP or 24 bit TGA sprites.

A. Transparent entities - meaning entities with TRANSPARENT flag or with an alpha channel texture - can not write into the z buffer. Thus the engine sorts them according to the distances of their origins. Neverteless, transparency causes visible errors when objects intersect or when a concave mesh consists of transparent polygons. You just have to think a little to avoid those mistakes. For instance, make your 'X' from 4 connected sprites rather than 2 intersectings sprites, and separate a transparent mesh into convex parts.

Hope this helps.





Yes, this helps a lot.

But, when you said 'not really', do you mean I got things completely wrong? does the z-enabling material code solve the z-sorting issue or not?

I'm working on some tutorials right now and I'd appreciate if you point me to what parts I got wrong on this, really.

Thanks!

Emilio