Antialias: Driver settings for OpenGL will at least for now help. Leadwerks posted some OpenGL code in the modules board months ago for general OpenGL AA :)
Alpha: This is actually simply because you break "rule 1". Never mix alpha and non alpha in a single multi planar object unless you want to have trouble. Because to sort rendering problems you have to split alpha and non alpha, which is what Quest3D most likely does when loading the model. This is most likely the reason it is slower because depending on the model, this ends as a dozen or a few hundred meshes.
Better split the model up before loading it and then load it as anim mesh. This will solve some problems and most likely take care of some problems as well. (only some because I don't think alpha sorting is in now. it works as it worked in Blitz3D ... which didn't have a seperate alpha render pass as well and thus would show a similar error if you try to break all game modelling rules I fear)
Alpha: This is actually simply because you break "rule 1". Never mix alpha and non alpha in a single multi planar object unless you want to have trouble. Because to sort rendering problems you have to split alpha and non alpha, which is what Quest3D most likely does when loading the model. This is most likely the reason it is slower because depending on the model, this ends as a dozen or a few hundred meshes.
Better split the model up before loading it and then load it as anim mesh. This will solve some problems and most likely take care of some problems as well. (only some because I don't think alpha sorting is in now. it works as it worked in Blitz3D ... which didn't have a seperate alpha render pass as well and thus would show a similar error if you try to break all game modelling rules I fear)