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Megatron

D3D Z-Buffer vs. Alpha Channel ... FIGHT!

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So I have this texture that has an alpha channel, but it seems the only way to see through it is to draw it after my other objects. When I adjust it''s depth with the Z parameter to make it closer to the player, it totally covers anything draw after it. Anyone else experience this?

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of course, that is the way alpha blending works, it will blend with what has already been draw to teh screen, so you have to change the order of you DrawPrimitive''s around so that the object you want to alpha blend is drawn after the other objects

Possibility

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