In a Billboardgroup, every billboard has the same position and rendering queue. If you need them to be drawn in the correct order (from back to front) you need to use a Billboardgroup for every billboard. This problem doesn't need a PNG, you can see the same problem with the "Geebee2.bmp". too ...
"BluePotPlant2.png" is a 32 Bit PNG-Image. Where is it to test your code ? Use the Geebee2.bmp instead. Just export it as a gif and make the purple Background transparent, then re-export the Gif to a 32-bit Png and load it instead of my BluePotPlant.png.
Is it so difficult to just put something like a Sprite into the 3D-World an make the unwanted Parts transparent like in the 2D-Part of Purebasic? (In Blitz3D, a long time ago, you just loaded a Sprite put it into the Scenery..et voilá!)
OK, I see. I don't really need Alphablending. I was just using it, because the normal Transparency doesn't work either:
Blending-Mode is "Add": the transparent (black) Parts are displayed correctly (i.e. not), but the "real" Image is half transparent: you can look through it instead of being solid ...
I attached the altered Code of one of PureBasic's Examples to show the Problem; "BluePotPlant2.png" is a 32 Bit PNG-Image.
The Transparency is correct, but often Billboards that lie behind another one are drawn in front of them instead! If you look at the Billboards from the other Side its correct ...
Please do a search in forum before posting... Sorry, I only found Stuff concerning 2D-based Games, when the Screen loses its focus... That Problem is solved with proper programming techniques... This here is different , ´cause you can´t even leave the Screen (at least on my Computer :lol: )
Alt-Tabbing between a 3D-Application and other Programs doesn´t work. The 3D-Apllication stays in the Foreground and it´s hard to end it because you don´t know when it´s active in the Computer-Environement and when not...
The terrain can have a texture of 4096x4096 along with a detail texture that does tile. Then, of course, your objects would have their own textures. So you could actually make a pretty detailed game. But the more detail the slower the game. That's when you start thinking what needs to be used to ...
if you use u-/v-coordinates in the Mesh to use different parts of one Texture, you cannot "tile" them (don´t know, if thats the right expression?!) and even if it would work, the MainTexture could be very big in the end (and therefore not functional with the ...
If you want to use one Mesh (Created with SetMEshData) as a Level, you´ll need different Textures on the Mesh (some Floors, some Ceilings and some Walls).
In PB-OGRE it is not possible to put different Textures on one Mesh (if you use u-/v-coordinates in the Mesh ...