Hi Arno,
I did read the article that you had mentioned me. As far as I understand It was all about drawing order like you said.
Tonight I did some experiments again. And I found something interesting.
When I use WINDOW as a texture name everything is fine, perfect. But When I use PENCERE ( x name that I choose ) as the name of texture file, the same object without any change becomes wrong.
Here is a two different .ASM code that MAKEMDL.EXE generates.
I formated the interesting parts of two codes :
Code with WINDOW named texture :
bina_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 21.213203,
"TRM_OUT.BMP" ; 0
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 11.163874,
"WINDOW.BMP" ; 1
TEXTURE_LIST_END
; NonAlpha
bina_NonAlpha label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> TRM_OUT.BMP;;;
DRAW_TRI_BEGIN 0, 24
DRAW_TRI 9, 6, 0 ; poly=12 part=0
DRAW_TRI 12, 15, 4 ; poly=2 part=0
DRAW_TRI 11, 22, 19 ; poly=3 part=0
DRAW_TRI 19, 8, 11 ; poly=4 part=0
DRAW_TRI 5, 16, 21 ; poly=5 part=0
DRAW_TRI 21, 10, 5 ; poly=6 part=0
DRAW_TRI 17, 14, 20 ; poly=7 part=0
DRAW_TRI 20, 23, 17 ; poly=8 part=0
DRAW_TRI 13, 2, 7 ; poly=9 part=0
DRAW_TRI 7, 18, 13 ; poly=10 part=0
DRAW_TRI 0, 3, 9 ; poly=11 part=0
DRAW_TRI 4, 1, 12 ; poly=1 part=0
DRAW_TRI_END
MATERIAL 0,1 ; <255,255,255,255> WINDOW.BMP;;;
DRAW_TRI_BEGIN 24, 25
DRAW_TRI 15, 16, 10 ; poly=18 part=0
DRAW_TRI 5, 6, 0 ; poly=14 part=0
DRAW_TRI 6, 5, 11 ; poly=15 part=0
DRAW_TRI 10, 11, 5 ; poly=16 part=0
DRAW_TRI 11, 10, 16 ; poly=17 part=0
DRAW_TRI 1, 0, 6 ; poly=13 part=0
DRAW_TRI 16, 15, 21 ; poly=19 part=0
DRAW_TRI 20, 21, 15 ; poly=20 part=0
DRAW_TRI 2, 1, 7 ; poly=21 part=0
DRAW_TRI 6, 7, 1 ; poly=22 part=0
DRAW_TRI 7, 6, 12 ; poly=23 part=0
DRAW_TRI 11, 12, 6 ; poly=24 part=0
DRAW_TRI 12, 11, 17 ; poly=25 part=0
DRAW_TRI 16, 17, 11 ; poly=26 part=0
DRAW_TRI 17, 16, 22 ; poly=27 part=0
DRAW_TRI 21, 22, 16 ; poly=28 part=0
DRAW_TRI 3, 2, 8 ; poly=29 part=0
DRAW_TRI 7, 8, 2 ; poly=30 part=0
DRAW_TRI 8, 7, 13 ; poly=31 part=0
DRAW_TRI 12, 13, 7 ; poly=32 part=0
DRAW_TRI 13, 12, 18 ; poly=33 part=0
DRAW_TRI 17, 18, 12 ; poly=34 part=0
DRAW_TRI 18, 17, 23 ; poly=35 part=0
DRAW_TRI 22, 23, 17 ; poly=36 part=0
DRAW_TRI 4, 3, 9 ; poly=37 part=0
DRAW_TRI 8, 9, 3 ; poly=38 part=0
DRAW_TRI 9, 8, 14 ; poly=39 part=0
DRAW_TRI 13, 14, 8 ; poly=40 part=0
DRAW_TRI 14, 13, 19 ; poly=41 part=0
DRAW_TRI 18, 19, 13 ; poly=42 part=0
DRAW_TRI 19, 18, 24 ; poly=43 part=0
DRAW_TRI 23, 24, 18 ; poly=44 part=0
DRAW_TRI_END
BGL_END
BGL_RETURN
and Here is the ASM code that I used PENCERE as name of texture :
bina_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 11.163874,
"PENCERE.BMP" ; 0
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 21.213203,
"TRM_OUT.BMP" ; 1
TEXTURE_LIST_END
; NonAlpha
bina_NonAlpha label BGLCODE
" MATERIAL 0,0 ; <255,255,255,255> PENCERE.BMP;;;
DRAW_TRI_BEGIN 0, 25
DRAW_TRI 7, 6, 12 ; poly=23 part=0
DRAW_TRI 6, 7, 1 ; poly=22 part=0
DRAW_TRI 23, 24, 18 ; poly=44 part=0
DRAW_TRI 19, 18, 24 ; poly=43 part=0
DRAW_TRI 18, 19, 13 ; poly=42 part=0
DRAW_TRI 14, 13, 19 ; poly=41 part=0
DRAW_TRI 13, 14, 8 ; poly=40 part=0
DRAW_TRI 9, 8, 14 ; poly=39 part=0
DRAW_TRI 8, 9, 3 ; poly=38 part=0
DRAW_TRI 4, 3, 9 ; poly=37 part=0
DRAW_TRI 22, 23, 17 ; poly=36 part=0
DRAW_TRI 18, 17, 23 ; poly=35 part=0
DRAW_TRI 1, 0, 6 ; poly=13 part=0
DRAW_TRI 5, 6, 0 ; poly=14 part=0
DRAW_TRI 6, 5, 11 ; poly=15 part=0
DRAW_TRI 10, 11, 5 ; poly=16 part=0
DRAW_TRI 11, 10, 16 ; poly=17 part=0
DRAW_TRI 15, 16, 10 ; poly=18 part=0
DRAW_TRI 16, 15, 21 ; poly=19 part=0
DRAW_TRI 20, 21, 15 ; poly=20 part=0
DRAW_TRI 2, 1, 7 ; poly=21 part=0
DRAW_TRI 13, 12, 18 ; poly=33 part=0
DRAW_TRI 17, 18, 12 ; poly=34 part=0
DRAW_TRI 11, 12, 6 ; poly=24 part=0
DRAW_TRI 12, 11, 17 ; poly=25 part=0
DRAW_TRI 16, 17, 11 ; poly=26 part=0
DRAW_TRI 17, 16, 22 ; poly=27 part=0
DRAW_TRI 21, 22, 16 ; poly=28 part=0
DRAW_TRI 3, 2, 8 ; poly=29 part=0
DRAW_TRI 7, 8, 2 ; poly=30 part=0
DRAW_TRI 8, 7, 13 ; poly=31 part=0
DRAW_TRI 12, 13, 7 ; poly=32 part=0
DRAW_TRI_END
MATERIAL 0,1 ; <255,255,255,255> TRM_OUT.BMP;;;
DRAW_TRI_BEGIN 25, 24
DRAW_TRI 9, 6, 0 ; poly=12 part=0
DRAW_TRI 0, 3, 9 ; poly=11 part=0
DRAW_TRI 7, 18, 13 ; poly=10 part=0
DRAW_TRI 13, 2, 7 ; poly=9 part=0
DRAW_TRI 20, 23, 17 ; poly=8 part=0
DRAW_TRI 17, 14, 20 ; poly=7 part=0
DRAW_TRI 21, 10, 5 ; poly=6 part=0
DRAW_TRI 5, 16, 21 ; poly=5 part=0
DRAW_TRI 19, 8, 11 ; poly=4 part=0
DRAW_TRI 11, 22, 19 ; poly=3 part=0
DRAW_TRI 12, 15, 4 ; poly=2 part=0
DRAW_TRI 4, 1, 12 ; poly=1 part=0
DRAW_TRI_END
I did not copied all the ASM source here. Just the parts that are interesting to me. I also attached two different ASM file here.
Conculusion :
As far as I examined these codes I realised that, the transparent texture file name placed in the code at last, according alphabetical order. And this effects DRAWING ORDER and changes it.
When the texture file name is on top of other texture files in aplhabetical order, the DRAWING ORDER changes
Very interesting...... ?