Hi All, there was a similar question recently regarding this problem, but my situation is slightly different...

I have an iterator patch with a bunch of sprites moving around in 3D. The sprites have punch-through alpha (1bit) and as always I am having sorting issues.

Enabling the depth buffer causes transparent areas of the sprite in front to block the sprites in the back (which is wrong), and disabling the depth buffer causes the sprites in the back to be drawn on top of the sprites in the front if they are drawn later (also wrong). Z sorting the sprites seems a bit complex as they are moving all over the place in 3D.

The behaviour I would like (and used to use years ago on PC using directx) is that information would only get written to the depth buffer if the source alpha was non-zero. So there's no need to Z sort thousands of polys which had 1bit alphas. Is there any way to enable or do this in QC? or any suggestions how to get round my problem?

P.S. The sprites have a gif texture, which is why they are 1bit. But I will change this png24 and anti-alias the edges so it will be an 8bit alpha channel. But sorting on the anti-aliased edges is not critical and I would still like to use the above solution if possible.

cheers,

Memo.
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