quick question:

    i have two adjacent slave cameras with a 45 degree heading view 
    offset from single point of projection.

    if i have overlapping geometry with partially transparent textures 
    they will render correctly in one camera but incorrectly in the other
    in that the background is no longer properly blended through the
    transparent portions of the geometry.

    im testing this with two gaussian blobs which fall off to 100% transparent
    which are overlapped.  

    my guess is that the z sort is done once for the master camera and not
    for the view offset of the slave cameras.  is there some simple way
    to remedy this or will i have to create multiple viewers and manually
    set the view offset every frame in a predraw callback?

    much thanks

    ~jason coposky




      
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