I know many of you have had the problem where you have grass, explosions, glass, fire, water, or anything with some transparency in it (even trees!) causing a bug that would make it where you can't see objects BEHIND IT through transparent pixels. People have recommended DISABLE OBJECT ZWRITE, but THAT DIDNT WORK. Then you could see objects through objects, but that problem is no more now!
I was sick of waiting on the wonderful folks of DB (they really are wonderful, just busy) to give us a workeable Z-Sort algorithm, so I wrote one myself in native DBP. It uses some desently quick functions and tables to do fast Z-Sort calculations. I've tried it on 500 objects and kept a consistent frame rate (over 70 fps, at times up to 100fps) and that was sorting EVERY FRAME. Check the SOURCE BOX to see the code! I tried this on the new Terrain Engine so if you want to test it and you don't have the new Terrain, go get it or you'll have to wait for a repost which makes it use a matrix. Like David T's grass demo, this uses grass as the example. I didn't put any grass wrapping or fading effects in though. This example is mainly for the Z-Sort.
FEATURES:
-Fast Shift-Sort (modified Incremental-Sort)
-Hight frame rates
-Blazing fast Distance Calculations
-Only sorts when needed
-Useful for any set of objects
-Outstanding results
DISADVANTAGES:
-Distance table is integer based, so some
flaws in object too close to each-other
-Some speed issues may arise at times
Current Projects: Verious things right now. Lots of utils for game making. Hopefully something solid soon.
http://www.geocities.com/djpeterson83