I am still having issues with "EMT_TRANSPARENT_ALPHA_CHANNEL" with z-buffer enabled or disabled.
This is with Directx9 not opengl ...
I have a single node that is an arrangement of foliage etc, grass on the floor, tree leaves and a seperate camp fire particle emitter node... Everything is right as far as 32bit loading, culling, etc.
Yet when using zbuffer enabled - transparency occurs yet when overlapped they hide eachother and it looks aweful.
With zbuffer disabled - The overlapped alpha'd parts look nice this time, but you can't have a game without zbuffered elements, it just won't work having everything floating and no depth, so there's a problem
![Sad :(](./images/smilies/icon_sad.gif)
![Confused :?](./images/smilies/icon_confused.gif)
Could anyone confirm that EMT_TRANSPARENT_ALPHA_CHANNEL (not REF!) is working correctly now, post-patch? (...in DX9)
![Wink ;)](./images/smilies/icon_wink.gif)
Thank you
![Very Happy :D](./images/smilies/icon_biggrin.gif)
PS: This is the first question I'm posting ever, I've actually tried to search for everything I've needed assistance with.
The Irrlicht community is just awesome, imo
![Smile :)](./images/smilies/icon_smile.gif)