There was no such thing as 3D card-based transparency in DirectX1 which Blitz Plus is based on. BlitzMax uses 3D card effects of which transparency is a function, it might seem basic to you, but it isn't, it's handled by the 3D card not the CPU.
Having said that I wrote all my own CPU-based "3D card type" effects including transparency, and posted them on this forum ... somewhere, maybe int the code archives. You need to lock buffers and do it all manually, it's a fag and slow.
Having said that I wrote all my own CPU-based "3D card type" effects including transparency, and posted them on this forum ... somewhere, maybe int the code archives. You need to lock buffers and do it all manually, it's a fag and slow.