Hiya koekjesbaby, I'm impressed.
I hadn't looked at it carefully enough to see why you think it's memory leak prone. Why is that?
I done something like this a long time ago BUT I either had to have all the 3d lines in front of solid polygons or behind them. On the second render pass with CameraClsMode(camera, 0, 0), is the zbuffer being disabled( no writes allowed, only z comparison ) in which it looks like the 3d lines are being drawn correctly behind the sold polys? If so, Alpha Polys should be able to work the same way this way( Which would IMHO be proper way of rendering alpha polys ).
I like this example thanks, it is code archivable! :)
I hadn't looked at it carefully enough to see why you think it's memory leak prone. Why is that?
I done something like this a long time ago BUT I either had to have all the 3d lines in front of solid polygons or behind them. On the second render pass with CameraClsMode(camera, 0, 0), is the zbuffer being disabled( no writes allowed, only z comparison ) in which it looks like the 3d lines are being drawn correctly behind the sold polys? If so, Alpha Polys should be able to work the same way this way( Which would IMHO be proper way of rendering alpha polys ).
I like this example thanks, it is code archivable! :)