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objects: behind and in front of

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Hi. My problem is that the virtual object A (that is behind of the virtual object B in the virtual envroinment) is graphically always in front of the object B. The current settings are the follows:
ZEnable = true;
CullMode = ccw;
AlphaBlendEnable = true;
BlendOp = add;
SrcBlend = srcalpha;
DestBlend = invsrcalpha;

Are theese settings correct ? or incorrect ? And/Or there are also other parameters to set ? The version of DirectX is 9.

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Yes and no. For opaque translucent objects, you'll need to draw them in back-to-front order, otherwise the translucency won't work properly.

Have you actually created a Z-buffer? What is the depth-stencil format set to in your D3DPRESENT_PARAMETERS?

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The follow are the parameter for the Z-Buffer (like in the site and

// D3D present parameters
ZeroMemory(&D3Dpp, sizeof(D3Dpp));
// Fill of the structure D3Dpp
D3Dpp.EnableAutoDepthStencil = true;
D3Dpp.AutoDepthStencilFormat = D3DFMT_D16;

// creation of the device:

and then:

D3DDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); // ZEnable

But the object A (behind of the object B) is always in front of the object B.

Are the parametrs correct so ? or not ?

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