Heartbone, I have tried this technique and it still gives the horrid white border. I have included the code I used for you to see. I have tried it in full screen exclusive mode plus others with no effect. I have a Geforce 3 video card so I would doubt it is that, plus I have a second system with a Geforce 2 Ultra with the same results. If you check out the realgames link you will see that the effect only happens with two overlapping plains. 3D objects behind the tree plain work fine and leave no border around the tree. If anyone has managed to texture 2 plains and successfully got them to work with transparency, please let me know. This game is really just waiting for this to be finished. It is a version of Death chase from the speccy and is a warm up for a version of Outrun we would like to try. It's really annoying that this problem is holding us up. It has took about two days to get the game done but we can't finish it properly because it looks horrible. I have emailed Lee from DBS about it but so far have not got a reply, so I am unsure if it is going to be sorted in a future update or not(That's if it is a bug, but I am pretty sure it is now). It is a shame because trying to do the same game with 3D trees would run a lot slower even with low poly trees and would look worse.
Anyway, here is the code. If you want to test it just make an image 800x600 in size and draw anything in the top left corner. If you get it to work, post a picture here or at realgame tools if you find that easier. I will be surprised if anyone does.....
set display mode 800,600,16
load bitmap "tree7.bmp"
get image 1,0,0,194,501,1
cls
make object plain 1,200,400
make object plain 2,800,800
position object 2,0,0,50
texture object 1,1
texture object 2,1
set object transparency 1,1
backdrop on
black=rgb(255,255,255)
color backdrop black
sync on
sync rate 100
position camera 0,0,-600
do
if n<360
inc n
else
n=0
endif
yrotate object 1,n
sync
loop