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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