Strange behavoiur of unshaded textured quad - SOLVED

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