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I should've have learned by now!

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From the MS DirectX 8 FAQ:
How do I prevent transparent pixels being written to the z-buffer? You can filter out pixels with an alpha value above or below a given threshold. You control this behavior by using the renderstates ALPHATESTENABLE, ALPHAREF, and ALPHAFUNC.
That''ll teach me to just go flat out writing depth sorting algorythms to sort intersecting geometry. Lesson1: Read the FAQ Lesson2: Never forget lesson 1

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