So you pretty much just have to sort the polygons before you draw them. No way around it.
Jonathan
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.