Original Post
Hey, I''m having problems blending the alpha values in my texture, please check my picture...
matux.hypermart.net/tree.jpg
I''m having a weird problem where my tree WILL blend against the terrain but NOT against itself. I know the problem here is the order I''m rendering each tree submesh frondage but a co-worker here tells me that the problem is solved by applying what in OpenGL is called "alpha scissor", but I don''t have idea how to apply that in DirectX 8.
Any help would be welcome
Thanks!