On 11/17/05, Pablo Martin <[EMAIL PROTECTED]> wrote:
> um... reading from res mail i think actually the most correct option
> would be zmode:ztest (note i also confused value names in last email,
> possibilities are znone,zfill,ztest and zuse (default))
>
> it is explained correctly in his mail, just wanted to note how to use
> this in exporter correctly.

Well the best solution from engine perspective is to use binary alpha.
Why it may give hard edges in some cases it is the best performing
option and it also gives least rendering problems. All other options
will have some issues.

Greetings,

>
> greetings
>
>  pablo
>
> Pablo Martin wrote:
>
> > hi martin!!!
> >
> > i think you must set the zmode in meshes with alpha, just set zmode to
> > none. (i think this was the best way to do it, the default zmode is
> > use, and you can also try fill or test). (you can set this using the
> > MassTag tool or manually as a blender game property)
> >
> > greetings!
> >
> >    pablo
> >
> > Martin Henne wrote:
> >
> >> Hi all,
> >>
> >> we ran into problems using alpha textures within blender.
> >> The problem is described with some screenshots at
> >> the website below.
> >>
> >> It happens with blend2cs and with blender2crystal:
> >>
> >> http://www.martinhenne.de/alphabug/
> >>
> >> The blend-files are also available. What could I do to
> >> help improving the converter here? Any more specific
> >> bug reports or something?
> >>
> >> Thanks in advance.
> >>
> >>
> >>
> >> Martin
> >>
> >>
> >>
> >>
> >>
> >>
> >>
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and CEL (http://cel.crystalspace3d.org)
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