Oh - I never knew vertex alphaed objects don't check the z-buffer... I guess that due to some quirks of the ways I am doing things, this problem has miraculously failed to crop up for me. Er, hooray!
I just checked my game, and it certainly seems that they ARE checking against the z-buffer in my case (I only ever use the z-buffer in a special compatibility mode so I had to check to be sure - normally the game is just one big manually sorted surface). One thing is that all my vertex alphad stuff is textured with alpha masked textures... maybe that makes a difference?
I just checked my game, and it certainly seems that they ARE checking against the z-buffer in my case (I only ever use the z-buffer in a special compatibility mode so I had to check to be sure - normally the game is just one big manually sorted surface). One thing is that all my vertex alphad stuff is textured with alpha masked textures... maybe that makes a difference?