Firstly, apologies if this has already been raised, but I couldn't find anything in this forum.
I have a problem where semi transparent textures are drawn in the wrong sequence, that is, the most distant textures are often rendered last, placing them on top of closer textures. Often this is just a minor irritation, but trying to ascend a semitrans spiral staircase in a semitrans cylinder, by a semitrans wall proved impossible, I could not see where to go, because the wall hid the stairway.
I don't know enough to understand the issue, is it SL, or open GL? I have spoken to other people who have the same problems, I experience it identically on my laptop (Intel graphics, but it works) and on my desktop - nvidia graphics, latest drivers applied yesterday in readiness for 1.9.1
Rotating the camera will often correct the issue from certain viewpoints.
Is there anything I can do locally to fix the problem? it just looks wierd seeing a tree jump in front of a window, then behind it again, for me it spoils the illusion.
This does affect totally opaque sections of any texture that has any tranparent areas.
thanks
Balaura