" In that case, I guess it's a problem with entityFX 32, which is overridden by the use of "regular" alpha?"
Well if you are correct, and your stuff is working right, then yeah, that is what I was thinking might be happening.
Forgive me for not taking your word on it, but I don't take anyone's word for anything. :-)
When I was working on System Shock 2, I noticed the transparency in the engine was wrong... Whenever a computer with a transparent monitor would be visible through a window, the transparent parts would be drawn in front of the window.
I brought this to the attention of him, but he could not see the problem! Somehow he was incapable of seeing how obviously wrong the transparency order was. One look at it and you could see that the computer monitor didn't have a milky tone to it like everything else behind the window.
He insisted on doing a test, and even when he did THAT he couldn't see it. It took like 20 minutes to convince him something was in fact awry.
(What was happening was the game was drawing transparency front to back.)
The moral is, programmers can believe something looks right when it actually does not. :-)
Now where's that terrain rendering test. That would let me test this theory of yours. That would be pretty cool if indeed the case!
Well if you are correct, and your stuff is working right, then yeah, that is what I was thinking might be happening.
Forgive me for not taking your word on it, but I don't take anyone's word for anything. :-)
When I was working on System Shock 2, I noticed the transparency in the engine was wrong... Whenever a computer with a transparent monitor would be visible through a window, the transparent parts would be drawn in front of the window.
I brought this to the attention of him, but he could not see the problem! Somehow he was incapable of seeing how obviously wrong the transparency order was. One look at it and you could see that the computer monitor didn't have a milky tone to it like everything else behind the window.
He insisted on doing a test, and even when he did THAT he couldn't see it. It took like 20 minutes to convince him something was in fact awry.
(What was happening was the game was drawing transparency front to back.)
The moral is, programmers can believe something looks right when it actually does not. :-)
Now where's that terrain rendering test. That would let me test this theory of yours. That would be pretty cool if indeed the case!