   objects: behind and in front of
  Hi.My problem is that the virtual object A (that is behind of the virtual object B in the virtual envroinment) is graphically always in front of the object B. The current settings are the follows: ZEnable = true;CullMode = ccw;AlphaBlendEnable = true;BlendOp = add;SrcBlend = srcalpha;DestBlend = invsrcalpha;Are theese settings correct ? or incorrect ? And/Or there are also other parameters to set ?The version of DirectX is 9.   
  Yes and no. For opaque translucent objects, you'll need to draw them in back-to-front order, otherwise the translucency won't work properly.Have you actually created a Z-buffer? What is the depth-stencil format set to in your D3DPRESENT_PARAMETERS?   ;  Hi.The follow are the parameter for the Z-Buffer (like in the site http://www.toymaker.info/Games/html/z_buffer.html  and http://www.toymaker.info/Games/html/render_states.html#Zbuffer):// D3D present parametersD3DPRESENT_PARAMETERS D3Dpp;ZeroMemory(&D3Dpp, sizeof(D3Dpp));// Fill of the structure D3Dpp...D3Dpp.EnableAutoDepthStencil = true;D3Dpp.AutoDepthStencilFormat = D3DFMT_D16;// creation of the device:....and then:D3DDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); // ZEnableD3DDev->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); D3DDev->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);But the object A (behind of the object B) is always in front of the object B. Are the parametrs correct so ? or not ?   