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BSP transparent surface rendering order

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I converted the code from here to Delphi, for use in my game engine. The thing is, to render transparent surfaces correctly, I have to render the front nodes before the back nodes. I thought that to render them correctly, I would have to render back to front. Either I'm totally wrong or the original code is mixed up. ie. the triangles that are currently being placed in the back node should be in the front node and vice versa. You can see the code and tests etc. here. Also look under GLScene projects for an exe demo of the BSP. There's no transparency in the demo, I'll update it soon. I'd appreciate it if someone could clear this up for me. Thanks fig

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on the "render-list" post by Opwiz, he mentions back to front. This is basically what I thought, so it must be the original code that mixes up the back and front nodes..

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