First, in the classic renderer (rendered correctly)

Here we have a transparent (cstat 2) sprite from the shrinker explosion animation being drawn on the same coordinates as a frozen enemy. It is supposed to look like a roundish block of ice surrounding the enemy (nevermind whether it looks like crap, the point is it is rendered correctly). You can fully see the solid enemy, which takes priority over the transparent "ice" sprite.
Now, here is the exact same scene rendered in polymost

Even though the "ice" sprite is transparent (you can even see the walls behind it), it completely blocks the view of the solid enemy sprite on the same coordinates. This is wrong! Oh, so wrong... It has been a thorn in my side for a while now. You can also see this happening in polymost with transparent smoke sprites (or indeed any transparent sprites under the right conditions). I wish I knew when this problem started. Unfortunately, I have changed over all my code to use shortcuts such as geta[] instead of getactor[THISACTOR], so I get errors when going back far enough to find where the renderer got broken.