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d3d9 z-buffer and alpha blending

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It seems that when using alpha blending you cant draw something "behind" an existing object, as it incorrectly blends it (eg say that existing object was a sprite with alpha around the edges, those edges appear solid when somethings rendered behind). Is there anyway around this? I was hoping to use the z-buffer to draw all my sprites and stuff as batches of the same texture, but if its going to do this with my alpha blended sprites it would seem i'll have to sort everything into my own render buffer of sorts and render that without any batching since the textures will be broken up loads in the buffer :(

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This topic is 3311 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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