Irri can speak normally! --
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Some related issues have been tracked for months, together with the CrystalSpace development team.
Transparent
textures are in general a big problem for a 3D engine. Usually, 3D rendering is speed-up by using the "Z Buffer" (which is a kind of greyscale image that represents the nearest distance of any object rendered so far) to avoid drawing planes which would be overlaid by previously rendered planes. This works great for solid planes ... But if you use Z Buffer updates while rendering partially transparent textures, the following happens:
- The first thing rendered is the "sky box", which is mainly blue.
- When a close plane with transparent texture is rendered early, the Z Buffer early contains a rather near distance blueprint.
- All the following objects behind the one with transparent textures will not be rendered behind its area.
The result is: You see the sky box behind the transparent texture.
The obvious solution would be to first render all really solid planes, and later render all possibly transparent planes - preferably without Z Buffer updates. Unortunately, this last constraint might result in flickering texture overlays while moving. Apart from the fact that dividing objects into transparent and solid is neither trivial nor reliable.
The effects you see now might be related to tests of how to fix misrendered transparent textures. But I wonder how developers can alter the appearance of objects being defined in the maps - there would have to be a way to change them via server-side messages... Especially the translucent boxes and statue are interesting, but hard to explain.
I am ready to be told that I am completely wrong here, and it is just a graphic driver issue...