Our first pass at a "particle system" had this but it was not important
for us to fix until now.
Our particle group is actually one single Shape3D using a TriangleStripArray.
It runs very fast :-) Much faster than individual Shape3D with each
their own TransformGroup and BillBoard behavior, of course. In fact,
we are finding very near native OpenGL particle systems performance.
The problem is alpha blending
In the attached picture you can see the alpha blending problem.
Some alpha polys complete overwrite others without blending.
I've tried everything I can think of, short of actually z-sorting
the polys. I'm sure z-sorting is not necessary, because I really
to want just a complete blend for just this one Shape3D.
Is this one of the unknown alpha bugs or is there something I can set
or do to help fix this.
Thanks.
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___________________________________________________________
Shawn Kendall
Full Sail Real World Education
Course Director
3300 University BLVD
Real Time 3D for Gaming Winter Park FL
32792
[EMAIL PROTECTED] http://www.fullsail.com
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