I understand why this is happening and I'm trying to figure out another strategy so that I can have both smooth anti-aliased edges and avoid the alpha/depth problem. Any suggestions ?

proper depth sorting will get you there. To do that, you have to use javascript to know where the camera is, and where all the sprites are, and then output them correctly so that each layer is rendered on top of the previous layer. I think Karan did a demo of this some time last year (there were candles on sprites or something, and a flame indicating cpu load, IIRC), that's the only alternative at this point.

(And technically speaking, depth-sorting isn't always correct/possible either [mutually overlapping triangles, for example], but then you get into poly splitting and all kinds of stuff that QC isn't currently cut out for...)

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

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