Hi Dave, and anyone else who has played with this, I've been playing more with the HUD i'm writing and have found my initial delight squashed, when using textures that have some parts with an alpha of 0, and some with an alpha of 1 I get a different effect. Instead of before where I couldn't see the other transparent objects in my scene, now I can see them on any other colour than white, I'm testing with a small texture with 5 circles, one red, green, blue, white and black, the rest of the texture is supposed to be completely see through, and is. The effect I'm getting with an ordered group and the zbuffer disabled (for the HUD components only) is like the scene is rendered in this order, non transparent objects, then my ordered group zbuffer disabled components, then the rest of the worlds transparent components, hence the world transparent components appearing on top of the hud, with the hud showing through the transparent objects. If i re-enable the zbuffer and go back to a branchgroup then the correct things happen, but then my HUD components appear in the wrong order in relation to each other. I've been playing with this for a while now and it's getting a little frustrating.
Cheers
Jeremy --
Homepage: http://www.computerbooth.com/ Code page: http://www.newdawnsoftware.com/
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