Hello.
As you probably know DBPro doesn't like to render very large ranges as this results in lots of Z-depth fighting.
To get around this problem I am trying to render two different versions of my game universe. The high detailed and nearby world in the normal space and then a much smaller, lower detail render of the universe rendering all of the distant objects. I am using a second camera to view the low detail distant world and using the image generated to texture the backdrop of the first camera. The detailed world will be reloaded when the players reaches the edge to make it seem very large and the second camera continues to move by a specific amount. By positioning the second camera in at the correct position and rotating it to the same angle as the real world camera I can create what appears to be one endless scene stretching for many thousand kilometres.
However due to the nature of my universe, mainly a large galaxy filled with semi transparent nebular, the second render doesn't appear quite right. When the two camera are in the same position it all looks fine and perfect as seen bellow:
[img]

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However, when I position the first camera down in the normal space, far bellow the low detail world, the transparency on the galaxy gets all mucked up, as seen bellow:
[img]

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However, it appears fine on the underside of the galaxy.
It seems the transparency always faces camera 0, as this camera is far bellow where the transparencies seem to be pointing. I have an idea which might work of how to solve this particular problem but is there a way to get the transparencies to face a different camera, if that is the problem?