So you pretty much just have to sort the polygons before you draw them. No way around it.
Jonathan
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So you pretty much just have to sort the polygons before you draw them. No way around it.
Jonathan
Thanks
David
glDepthMask(TRUE)
//Draw solid polygons
glDepthMask(FALSE)
//Draw transparent polygons
Basically your making the depth buffer read only when your drawing the translucent polygons.