It happened with a MakeHuman model, till I discover this.
The faces that the normal is pointing to the camera are in front of all the faces that have in front. With alpha at 1, it should not happen this.
- Open the file
- Enter in Game Engine
- Look at the right ear.
I think it is important now, because if I want to change it GLSL Material alpha with D511, the Transparency has to be on and, as far I know, Z-Tranparency must be active. If this method is not the suggested to be used in BGE, "Mask" does not act as a mask (*) and "Raytrace" is not something to be used in BGE.
(*) Mask is doing something weird... with alpha at 0, the object is not visible. At a low value, sometimes it mask the object that has behind (showing the world color, acting as mask), sometimes it appears as transparent... but, now, I can't reproduce the mask result. Maybe, another bug report.