> I made some trees for my landscape test using alpha-blended textures and > a pair of crossed quads, but I can see the trees behind even in places > where the texture is not transparent! It is as if the nearer trees are > being drawn before the farther away trees. I've looked through the trees > in several directions and I get the same effect. Shouldn't the Z-Buffer > eliminate this whatever order the trees are drawn in? Or is the Z-Buffer > turned off for shapes?
the Z buffer is disabled for material with alpha and for the moment there is no Z sorting before rendering alpha faces. however if your material has only a 'mask' (ie alpha value can only be 0.0 or 1.0), the Z buffer is still enabled and you will have no problem. So I advise you to use texture with only a mask for your tree -blam -- Pour vous desabonner envoyez un mail a [EMAIL PROTECTED]