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sqpat

z buffer innacuracy? [solved..]

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http://i35.tinypic.com/2cr1yr8.png im rendering the sprite, then the semi-transparent plane behind the sprite. As you can see, the texture has an ugly transparent border around it. It seems to http://i34.tinypic.com/1e6rly.png that is another problem. Not the fact that the white gets drawn over the transparent tree, that's been fixed. i mean that transparent horizontal line above the sprite. I think its getting doing a similar transparent border for a different sprite positioned above that one on the sprite sheet im using for the sprite object, and its somehow carrying over on there. any ideas? (edit: as for the topic title, i assumed it might also be a z buffer inaccuracy) (edit 2) Phew. Well, I got it. for some reason, the alpha blend flag on sprite-> begin doesnt work as advertised. So you need to enable alpha testing in the render states prior to sprite->begin, and filter all alpha values below whatever you set as the alpha in the color argument to drawsprite. [Edited by - sqpat on August 10, 2008 1:46:12 AM]

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