As you can see, the transparency works good for the bottom faces. But the faces in the background are somehow obstructed by the transparent texture although it should shine through. This effect seem always to happen with all faces in this direction, doesnt seem to happen with faces pointing in the other direction. What could this strange effect be?
Iam using the following (and the BasicShader) to draw things:
CullMode=Off; FieldOfView = MathHelper.ToRadians(45); AspectRatio = (float)Engine.Instance.Graphics.Viewport.Width / (float)Engine.Instance.Graphics.Viewport.Height; NearPlane = 0.1f; FarPlane = 250.0f; Graphics.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.LightBlue, 1.0f, 0); Graphics.BlendState = BlendState.AlphaBlend; Graphics.DrawPrimitives(PrimitiveType.TriangleStrip, cubeSide * 4, 2);
EDIT3: I found that it only happens if I look at a face that is behind, right or top from the cube I am looking at.
It doesn't happen for front, bottom or left faces. Could this have to do something with my normals, since Iam using different geometry for each cube side (6 different Meshes)? Without AlphaBlend everything is rendering fine. I now tried VertexPositionTexure (without normals), still the same problem.