@Nick: Firstly - I forgot to include the screenshot in my post above - it's there now and shows the red plane clipping the green one.
I get the same problem with your code - even with the backdrop. Note that it is only when the planes have very similar z-depths. Just to make sure it's not just my pc, I've automated a sequence to demonstrate - could you check this please?
color backdrop 0
autocam off
set camera range .1,10000
sync on
sync rate 100
`make object cube 100, -100
`load image "C:bliss.bmp", 100
`texture object 100, 100
`make 3 images
ink rgb(255,100,100),0
box 0,0,1,1
get image 1,0,0,1,1,1
ink rgb(100,255,100),0
box 0,0,1,1
get image 2,0,0,1,1,1
ink rgb(100,100,255),0
box 0,0,1,1
get image 3,0,0,1,1,1
`make 3 planes
for n=1 to 3
make object plain n,.1,.1
texture object n,n
set object transparency n,5
ghost object on n,5
set object light n,0
set alpha mapping on n,80
next n
position object 2,0,0,0.2
position object 3,0,0,0.3
do
x#=0.075+(0.025*sin(theta#-90))
inc theta#,0.2
position object 1,x#,0,0.19
sync
loop
The red plane slides left and right infrint of the green plane. OMPC, when it gets closer to the edge, it clips it. (remmed out the backdrop cube so other people can test it too even if they don't have the image)
@ Ian: The main problem with having the hud components further away from the camera, is that there is a danger of the game environment (let's say the ground, for example), actually coming through the hud. Disabling object z-depth is the usual solution to that, but then that screws up the layers in the hud when you have a mixture of transluscent and opaque elements all overlapping. I think I can solve the problem by using sprites though - major rewrite, but hey ho.