When you work with any transparent thing, if you don't
resolve then z-order manually then you will have different
problems in all the PCs.
Blitz render the transparent objects according to the distance
from the camera, the farthest first and the closest at the end.
If you want a mesh to be always rendered in front of another one,
you should modify a little the "position pivot" of the mesh,
for example if you have 3 transparent meshes, mesh_a, mesh_b and mesh_c
all at the 0,0,0 position you will get lot of Z problems,
let's say you want the mesh_c in front of the mesh_b which
will be in front of the mesh_a
you should add this when you load the meshes,
PositionEntity mesh_a,0,-30,0 : PositionMesh mesh_a,0,30,0
PositionEntity mesh_b,0,-20,0 : PositionMesh mesh_b,0,20,0
PositionEntity mesh_c,0,-10,0 : PositionMesh mesh_c,0,10,0
this way "C" is always closer than "B" which is always
closer than "A"
hope it helps :)
bye!
(the above code is correct only if the camera "Y" position
is always bigger than cero)