Here is the blend file, I’d really like some help with this, since is a problem I’ve had for quite some time, and would like to use more the bge and glsl rendering.
As far as I see this model does not need semitransparency. It is pretty timeconsuming and should be used as less as possible.
Regardless of that I think sou have a problem with your texture. Better draw the texture color overlapping the UV-grid, the texture gets blurred on mipmap. Which means the color outside of the UV-grid becomes visible at the face edges.
When I opened the blend, the alpha sorting was all messed up. So I set Alpha Blend of tronco2 to Alpha Sort. When I press P, it looks like the render output now.