in this example all quads with png as texture should have some transparency.
three png textures go via filetexture into one quad. the output(three quads) have different z positions. problem: the first/frontmost which is closest to the camera is not transparent when using the depthbuffer format D16. the other two are transparent/fine.
when i deactivate the depthbuffer they are all transparent but then i do not get the depth position correct.
how can i get the first/frontmost quad transparent with activated depth buffer?
transparenz-test.v4p (37.0 kB)