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Hello, I''m trying to implement billboards into my psuedo-game for trees, clouds, explosions, all the typicals. I''m simply using textured, alpha-blended quads rotating around the Y-Axis. My problem is that I''m getting weird-looking artifacts. That is, until I turn on alpha blending, after which the thing displays properly, but the transparent areas aren''t transparent. The other problem is that the rotation appears to be off but I couldn''t tell you how or why. The code I''m using to render is
	D3DXMATRIXA16 WorldMat;
	float angle = AngleBetween(D3DXVECTOR3(0.0f, 0.0f, 1.0f), D3DXVECTOR3(CameraPos.x, 0.0f, CameraPos.z));
	D3DXMatrixRotationY( &WorldMat, angle ); 
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &WorldMat );
	g_pd3dDevice->SetStreamSource( 0, m_VB, 0, sizeof(BILLBOARDVERTEX) );
	g_pd3dDevice->SetTexture(0, m_Texture);
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
	g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);

	g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );

	//Restore render states...

and just to be fair:
float AngleBetween(D3DXVECTOR3 p1, D3DXVECTOR3 p2)
	float dotp = p2.x * p1.x + p2.y * p1.y + p2.z * p1.z;
	float mag1sq =  p1.x * p1.x + p1.y * p1.y + p1.z * p1.z;
	float mag2sq =  p2.x * p2.x + p2.y * p2.y + p2.z * p2.z;
	float den = sqrtf(mag1sq*mag2sq);
	if(den == 0.0f) return 0.0f;
	return acosf(dotp/den);
Thanks for any help in advance. ms

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