So I am just starting to get a grasp on blender, but there is a good amount that still alludes me. I am going to try a more face intensive approach, as I know it will aleviate my problems, but am currious as to why this is happening so I might avoid it later.
I am currently trying to make several 2d partially transparent plane using a .png file, I followed several tutorials and have ended up with something that both Renders and (somewhat) works in the GE. My setup includes; in Texture Face tab Tex, TwoSided and Alpha are set, it is UV mapped, Map Input set to flat UV, and Map To is set at Col and positive Alpha .
However, if there is another transparency plane close, or the camera gets too close in the GE the farther plane will “bleed through” into the foreground plane, and a white background will appear where the transparency should be in effect, issue 1 and 2 respectively.
Issue 1 - the grass bleeds thro the 4 tree textures rotating around a local z axis, and they also bleed into each other
Issue 2 - the church gets the white boarder when the angle between the camera and plane is too acute.
I have looked for an answer extensively on this forum, via google and any other search I could think of, and am very sorry if I, like I have a nasty feeling I did, gave up merely a few threads too early.
Thank you in advance to anyone who can shed some light on this for me!