Ok. It took me a while to get a bit closer to this problem. It seems like it has something to do with alpha blending. Here is an image with the problem (the green area is correct, the red area is where the bug is exhibited):
http://www.kaibackman.com/photos/shorth ... oblem.html
Rendering description
- Two materials that both have "scene_blend alpha_blend" and "depth_check off" in the pass.
- The gray rock layer is rendered first using priority 0. No problems here.
- The brown sand layer is rendered second using priority 1. You can see how is should mix in the green area.
- Textures are defined as PNG files
Here is what I know:
- OpenGL works, DirectX9 exhibits bug (can't test DirectX7)
- The same bug is exhibitied even without the underlying layer (disabling priorities also has no effect)
- The bug starts a certain distance from the camera
- If you drop "scene_blend" everything is fine
- If you have "scene_blend" in the material but the texture contains no alpha information everything works.
Hmm.. Any pointers for further research? This feels like a state problem.