The only trick that worked for me was to group meshes in a modeling software to export it and to load it a a single mesh in blitz. It seems hardware is doing better this way. Off course this means working the whole environment in a modeling package thus only for "static objects" with minimal possible intervention in code, except if you feel like doing everything on vertex level.
I don't know why it seems that inside a "single" surface/object Z-ordering and alpha blending are done well.
Otherwise I tried everything, texturing with alpha, splitting meshes, checking normals,... nothing helps.
I don't know why it seems that inside a "single" surface/object Z-ordering and alpha blending are done well.
Otherwise I tried everything, texturing with alpha, splitting meshes, checking normals,... nothing helps.