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Alpha Gradient

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Hi again, the last week i came here presenting this problem with alpha Blending: using this mask: I was reading a lot, about drawing order and stuff like that, but, in this case with cross positioned planes how i suppose to know witch one draw first!!. Then i found a different technique using alpha test to discard alpha values, render opaque pixels, and then render only alpha ones disabling the Z Writing: Obviously that work, but this solution doesn't work for all cases, what happen if i have an alpha gradient like this: The technique only compare pixels below my reference, if i am right, only part of the gradient will be ok: That's what I expected, and that's a problem, if i want to use this mask: The problem becomes bigger: I tried disabling Z buffer, this should work but again the drawing order, with cross positioned planes always some face will look bad, Some Ideas?

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Split the geometry at the intersection point so that you can draw the pieces separately in the correct order.

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