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Is there any way to keep the transparent parts of a sprite from drawing in the depth buffer? I've got a field of sprites arranged across the x-z plane and want to put another sprite in the middle of the field, but it gets clipped by the transparent parts of the sprites in front of it. Worst case, I can ditch the depth buffer and draw everything in order, but that's not as convenient..

Also, are billboards supposed to be independent of the current 3d transformation? As I recall, billboards in OpenGL act just like quads but "face forward", but as far as I can tell the only way to position a QC billboard is in its properties--i.e., no z position. Is that correct?

Thanks!
-Dave

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