The following image illustrates transparency working correctly. The sphere has alpha set to 0.3 and we can see the bbox lines through the sphere:
However, if I rotate the model round slightly I can no longer see the bbox lines:
I get a similar result when I render one sphere entirely using wireframe; in this image we can see the wireframe sphere inside the transparent spehere:
and again, if I rotate the object round slightly transparency fails:
I use transparency as described in the RenderQueueExample and the following code used for preventing texture bleeding on the wireframe objects using the MeshData.setIndexMode(IndexMode.Lines):
// turn off textures to prevent bleeding of texture coordinates from other shapes
this.getSceneHints().setTextureCombineMode(TextureCombineMode.Off);
this.getSceneHints().setLightCombineMode(LightCombineMode.Off);
Is there a known bug when using wireframe and transparency or have I set things up incorrectly?
Thanks.