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LukeSkyRunner

Alpha+Zbuffer = >:|

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How can I fix the problem that happen when a face with alpha are drawn later another alpha polygon located in front of it, without turning off the zbuffer? Like this: http://www.unidev.com.br/imagem/image-sg-prob.jpg How can I fix it? (if it cannot be fixed, what is the better/faster way? z-sorting?). Note: I''m with DirectX9.

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draw everything that is non transparent, with full z buffer testing and writing. then draw everything with alpha after, with only z testing. this doesn''t fix all of the alpha/depth problems, but some.

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I think z-sorting the alpha faces is your best bet. If you''re z-sorting other faces too for faster overdraw, it should be fairly easy.

I like pie.

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