Since DecalGroup is a subclass of OrderedGroup, this is a bug.
The renderer should execute in the following order:

    - Opaque objects
    - Ordered objects
    - Transparent objects

If you can fit the passes into existing texture blend modes, then
your second solution should work.  Just remember that we have a
current limitation that extended combine modes don't work when we fallback to
multipass emulation of multitexture.  That would happen when you are
trying to use more texture units than the hardware supports.

Doug Twilleager
Java 3D Team
Sun Microsystems

>Subject: Decal + Alpha blending problem
>To: [EMAIL PROTECTED]
>Cc: Doug Twilleager <[EMAIL PROTECTED]>, Kelvin Chung
<[EMAIL PROTECTED]>
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>
>Question:
>
>Decal groups seme to have an artifact that I can't seem to get around.  If I
>am alpha blending between terrain layers java3d is still rendering the the
>alpha blended layers in the transparency pass at the end of the rendering
>cycle, even if these layers are in a decal group.  First of all, is there
>any way to force these to be blended in multiple passes in the solid
>rendering portion?  The problem is that since it is done after all solids it
>contends with other alpha blended shapes in some instances.  Since it is
>coplanar with the terrain there is no reason it should do this.
>
>So
>
>decal group (coplanar, same geometry array)
>    - solid shape
>    - alpha blend
>    - alpha blend
>
>If I am missing some option please let me know.
>
>Secondly, would it be possible to pile them all into texture units within
>the same shape and then use combine (somehow) to achieve the same effect?
>
>Thanks!
>
>David Yazel
>
>
>
>
>

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