XNa C# visibility priority
Hello again all!
Right now I'm making a library for XNA on C#.NET (if I ever finish it it will be made accessible, I got boss camera class which is worth it alone :D). And I ran into this problem... I was capable of rendering a cube well enough, all sides correct etc... But when I tried to render multiple, some were cubes were visible through others!
I'm using a lighting effect with color, so VertexColorPositionNormal.
Color is determined in this way:
I tried giving the alpha component a 255 byte valye, but as I thought it didn't change much. It's 11:40 pm and I'll probably post the example tomorrow.
for(int i=0; i<VertexColl.Count; i++)
VertexColl[i] = Color.FromNonPremultiplied(new Vector4(VertexColl[i].Position, 1));