I tried to put texture (with transparent regions) on quad.
[java]
Quad q = new Quad(siz, siz*2);
Geometry qGeom = new Geometry("Quad", q);
Material qMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Texture uTx = assetManager.loadTexture("Textures/u1.png");
qMat.setTexture("ColorMap", uTx);
qMat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
qGeom.setMaterial(qMat);
qGeom.setLocalTranslation(-siz/2, 0, 0);
Node n = new Node("U - " + name);
n.attachChild(qGeom);
[/java]
n is later attached to rootNode.
This works as I expected = I can see through transparent regions of texture.
But if I move the node n out of camera view and then move camere to look at it, regions that should be transparent are black.
If i ommit setting BlendMode, transparent regions are drawn as expected = i can see what i have drawn there.
What am I doing wrong, or is it known bug.
PS. I use Stable update center and I just updated.
Try other blend modes (e.g: BlendMode.AlphaAdditive).
I red again tutorial and noticed that i did not put it in transparent bucket.
So solution is
qGeom.setQueueBucket(Bucket.Transparent);
edit: past tense of read is red