All, > >more details are probably required with your description ... > > > >what is this "Z-buffer bug on transparent surfaces" that you > are referring to? > > > I'm pretty sure it means in a 3D sprite. It's a seriously limiting > aspect of the current SW3D.
FYI: this is not a bug, it's expected functionality due to the z-sorting algorithms being used. No, it is not necessarily optimal and does need changing, but this is more of a feature request than a bug report: please change your z-sorting algorithms so that semi-transparent surfaces don't render incorrectly. This is an issue that we are well aware of and have been for quite a while. Example: Make two sphere models that are both semi-transparent, make one of them large (radius = 50) and the other small (radius = 10), then put the smaller one entirely inside the larger one but with its position closer to the camera. The smaller sphere, despite being completely contained within the larger sphere will sometimes render polys _in_front_ of the larger sphere 'cause we sort on a model level and not a face/poly level. Cheers, Tom [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
