Bart wrote:I don't understand what you mean here. Let's say I have two triangles: one transparent and one non-transparent, side by side, with the polygon normal of each pointing toward the camera. Both are visible because we are looking at their front face. Now as we move the camera around them (e.g., walk behind them), what are you suggesting would happen?
If we view them from the backside, the normals will point away from the camera and they should be culled away, right?
Sorry but, as you can see, English is not my native language.
Anyway, I mean what you said but with an exception: with opaque polys the double-sided bit is respected, while IMHO is ignored for transparent/translucent ones and set to be always sigle-sided. But when, in your example, we view them from the backside the hardware will flip the normals and will not be culled.
In the case of ECA colored balloons (yes, they're my obsession

), we should normally see the outer side and the inner side 'cause of translucency and double side, instead from the footage analyzed, it seems that that there's always only one side shown.
Same goes for the scuba helmet in Ocean Hunter. If you hack <New3D.cpp> and force single sided for everything transparent you will "fix" most of the issues, but introduce new bugs to, for example, SWT in particular the polygon with the explosion animated texture in the open space battle scenes. They would flicker 'cause they flip continuously the normals during the animation sequence.