Thats a really common problem with blitz thats hard to overcome. Especialy if your trying to sort the alpha of a self intersecting mesh.
You can tweak sort order by seperating the mesh into layers, and moving the local pivot to control the sort order somewhat. But I never found an easy efficient way to do that well in blitz3D.
In SOW that uses Ogre, this is pretty easy to get around using the alpha rejection controls in a material pass. You can also control the depth bias of a pass, the passes of a material in a specific order.
I think we just need a more modern render engine for blitz
You can tweak sort order by seperating the mesh into layers, and moving the local pivot to control the sort order somewhat. But I never found an easy efficient way to do that well in blitz3D.
In SOW that uses Ogre, this is pretty easy to get around using the alpha rejection controls in a material pass. You can also control the depth bias of a pass, the passes of a material in a specific order.
I think we just need a more modern render engine for blitz