We had begun using particle systems recently where the billboards are shaded with the EMT_TRANSPARENT_ADD_COLOR material type. From my understanding, the output fragment should be srcColor + destColor. Using an image that has a black background and some non-black detail we were getting the output we expected while using irrlicht 1.2 .
Before updating to Irrlicht 1.3, this is how the scene looked:

However, when we updated our code base to use irrlicht 1.3, we started to get some undesirable results. After updating to Irrlicht 1.3, this is how the scene looks:


Now, I have confirmed that the renderer, COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR, is being executed when the particles are being shaded. Also, I've compared the diffs between the pre1.3 and post1.3 versions of our codebase and it seems that only irrlicht files were updated. So I'm hoping that some of you have had this problem during the transition between versions and have a decent solution.
Judging from the screenshots, I've come to two possible causes for the problem:
1) The shader was mistakenly altered and now the equation is no longer ( srcColor + dstColor ) or
2) The particles are not being sorted back to front before being drawn.
Number (1) doesn't seem very likely. Number (2) does however, as I have yet to see any sort of sorting code in the particle system render method. Also, notice that the lone particles (ones that do not have another particle in front or behind them from the camera POV) seem to be shaded correctly. This would also hint to me that the particles are not being transparency sorted back to front.
Any help that you could give would be greatly appreciated! If you feel I've left something else, please make note and I'll try to provide more information. Thanks!