Transparecy of textures in Silverlight 5 beta (XNA)
I'm doing some experimenting with Silverlight 5 [beta] DrawingSurface

I have 2 images (PNG) with transparency in them, lets call them Im1 and Im2. The images are mapped to 2 simple polygons (6 vertices each)

When I place Im2 over Im1 I can see Im1 through the transparent parts of Im2.
When I place Im1 over Im2 I can't see Im2 and I see a black area instead of a transparent.

I'm using AlphaBlend: 

    device.BlendState = BlendState.AlphaBlend;

And as you can guess, Im2 is drawn after Im1.

What am I doing wrong? Shader issue? Should I manually manage a Z-buffer?

Thank you for your help
Transparecy of textures in Silverlight 5 beta (XNA)
===

I'm doing some experimenting with Silverlight 5 [beta] DrawingSurface

I have 2 images (PNG) with transparency in them, lets call them Im1 and Im2. The images are mapped to 2 simple polygons (6 vertices each)

When I place Im2 over Im1 I can see Im1 through the transparent parts of Im2.
When I place Im1 over Im2 I can't see Im2 and I see a black area instead of a transparent.

I'm using AlphaBlend: 

    device.BlendState = BlendState.AlphaBlend;

And as you can guess, Im2 is drawn after Im1.

What am I doing wrong? Shader issue? Should I manually manage a Z-buffer?

Thank you for your help