I'm having trouble drawing sprites with semi-transparent pixels over opaque background sprites. What happens is, any pixel with an alpha value > 0 and < 1 will punch a hole through anything behind it on that surface, leaving those areas fully transparent. Like this (see the outlines around the light shades on the wall): From looking around the forum, it seems this issue is caused by the way surface alpha blending get processed on the gpu or some such. I've tried to turn all blending off while drawing application_surface... Code: gpu_set_blendenable(false); draw_surface(application_surface, 0, 0); gpu_set_blendenable(true); ... and also while drawing the offending sprites... Code: gpu_set_blendenable(false); draw_sprite_ext(spr_wc_floor5_lights, 0, m_x, m_y, 1, 1, 0, c_white, 1); gpu_set_blendenable(true); ... but so far no luck. The sprite outline still carves it's way through whatever's behind it. Anyone know what to do about this?