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Treat gani as one object when blending
Ganis should be treated as one individual sprite when they are being blended. Right now if you set the alpha you end up with each sprite having its own alpha value and it looks horrible.
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This is quite complex. Basicly all objects that use overlapping polygons mess up a little bit when using alpha. The only solution for that is to use the depth- or stencil buffer in OpenGL or DirectX although that is not a trivial task. I don't think that this can be fixed quickly.
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