If I follow the problem correctly, you are saying the cactus are transparent? Then, in frambuffer operatrions, set the belndFunc to "replace". If you use "blend" it will activate alpha channels.
BTW - In the picture, the cactus are NOT transparent. Far from it. When I first saw the picture, I thought you were going to say that the skin wasn't working right, and that it was just one "block". That would be a UV map problem for the model, and you would need to remake your UV map.
kung foo man (7th January 2013)
ftw, i havent got uv map because its not a model I used only simple terrain patches. And the "replace" dont good for me, because of the cactus spikes. So the problem again: i can see through the textures and i dont know what settings should i use to fix it.
kung foo man (7th January 2013)
Then how do i do it right?
Did you save the .dds with alpha channels?
kung foo man (7th January 2013)
Of course, but you can see the edges of the cactus.
Xfire-log:
[20:43] kung foo man: he needs alpha because the spikes
[20:44] php: if he needs alpha
[20:44] php: then he doesn't need to apply to everything
[20:44] php: but only some parts
[20:44] php: i think he just made
[20:44] php: the whole image with alpha channels
timescale 0.01