   Particle System Depth Buffering
  I finally got my particle system working for the most part, but now I''ve run into the problem of depth buffering with it. The particle system is showing up through everything since I have the ZENABLE renderstate set to false. The problem is that if I turn it on the particle system looks very odd and obviously not correct. What am I doing wrong or how should one go about z-buffering with a particle system? 
  Draw all your opaque geometry first, with zenable and zwriteenable both set to true. Then draw your particles with zenable still set to true, but zwriteenable set to false.This ensures that when you draw your particles the zbuffer is full and correct, and then the particles will be correctly occluded by your opaque geometry (zenable=true), but wont occlude anything (mainly each other) themselves (zwriteenable=false). ;  That's what I thought, but look at this:This is the system being rendered last with both ZENABLE and ZWRITEENABLE set to FALSE.This is the system being rendered last with both ZENABLE set to TRUE and ZWRITEENABLE set to FALSE.The first one is what I want to do with z-buffering and the second is obviously wrong. Why is this?   [edited by - ms291052 on February 14, 2004 10:48:36 AM]