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Problems with texture alpha blending

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Hey, I''m having problems blending the alpha values in my texture, please check my picture... matux.hypermart.net/tree.jpg I''m having a weird problem where my tree WILL blend against the terrain but NOT against itself. I know the problem here is the order I''m rendering each tree submesh frondage but a co-worker here tells me that the problem is solved by applying what in OpenGL is called "alpha scissor", but I don''t have idea how to apply that in DirectX 8. Any help would be welcome Thanks!

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