this may be a newbie question, but what exactly is going on in this composition?

Behold the glory of writing transparent pixels to the depth buffer :)

What's basically happening: your sprites are all quads. When they render to the framebuffer, they write even where the pixels are transparent. This, of course, causes sprites behind them (rendered later) to think there's something in the way, and not render to those pixels.

This is a pretty annoying problem, and there's not really a magic bullet (since you can't depth sort patches and change their rendering layers on the fly). However, We recently released a plugin (GL Tools) which has a patch called "Depth Buffer Alpha Threshold" which allows you to disable writing to the depth buffer for transparent pixels. This doesn't solve the problem entirely (two semi-transparent sprites will still not always work right), but it's a good start for what you're doing.

--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/

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