At 19:04 Uhr -0400 02.08.2002, Colin Holgate wrote:
>>I have to disagree Tom
>>(& I certainly know & understand the semantics involved in 
>>labelling something a bug)
>>
>>In this case, however, one of the primary premises of working in 3D 
>>space is that nearer objects render in front of further objects
>>
>>This fails that primary premise.
>
>
>The fact that blended and alpha'd textures don't even get involved 
>in the z-buffer (but are drawn based on distance) is fair enough, 
>that's a limitation of the current system. It shouldn't be that way, 
>or it should be optional (in that same sense as is usefastquads). I 
>should be able to choose faster rendering or more correct layering. 
>For many applications it would be fine if the performance was 
>noticeably lower, if things drew in the right place.

if there was no other solution to provide transparency in a decent 
speed, than by removing all alpha'd or blended objects form the 
z-buffer chain and draw them in a second chain based on the models 
distance to the camera, there would have been only the choice to 
either skip transparency completely or keep it in and let the 
developer work around its limitations. Although it bugs me quite much 
in my movies, I still choose the latter one.
let's hope there will be a better solution for transparency in the 
next release (if any).
If they can deal with reaaltime shadows, they may also resolve the 
transparency issue in the same manner :-))

>
>All in all I think it's a feature request, not a bug, but it is a 
>great shame even if it's a known issue. Writing a tech note won't 
>fix it either, and there are many cases that can't easily be worked 
>around.

unfortunately.
but on the other hand, there are also cases, where it can be avoided 
or at least tracked down to only happen in few view angles only.
-- 

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