Original Post
I'm having a few alpha blending issues, and my knees are shaking at the fear of having to sort my render list :D Anyway, let me describe the problem and see if any Dr's can give me a diagnosis. When alphablending a quad (using just xyz and tex coordinates for the FVF, no color tags, or anything special), that quad blends FINE with certain objects, and not so fine with others. In the glitch cases, it appears as if the quad I am blending is completely blocking the objects behind it; I can see the "map/environment" through the quad, so I know the blending is working-- it's just that I can't see objects between that environment layer and the object I am blending. Sounds dangerously like a sort issue, yes? Okay, so if that's the case... where do I go from here? This isn't a shooter, so I'd rather not rewrite my entire rendering engine to work with a tree or any serious culling-- I know how to do that, and perhaps I should have-- but it's late in the game, I'd rather not redesign the whole technical side. If I do need to work on my sorting-- where do I start? Is the general idea: 1. Get distance from camera to every object 2. Sort by distance (far->near). 3. Render from far->near. ? -dbh [Edited by - dbh on September 7, 2005 1:13:07 AM]