Hi !
No, no 3d-acceleration now...
The blending-code is in assembler of course, and I load the gfx in a dword-aligned way & I also add (blend) them to dword-addresses, which means, that transparency effects can only be positioned on 2 pix - boundaries, cawz'' otherways you get tons of cache-dismisses, which slows down rendering in a very uncool way...
Most of the transparency effects are no real blending-fx they are just adding or subtracting the source values...
I only use real alpha blending for any kind of bg-objects (burnt grounds, craters, aso.) which can be placed in my level-editor, cawz'' this is kind of slow. the little rocks surrounding my plateaus (on my homepage
www.vertex4.com there are some of those pics...) e.g. are rendered into the map at level-loading-time, because rendering such large maps in 3dsmax , with a detail-level like this, would take quite a little time...
greetz, Roman