I started implementing transparency in my engine, and I got stuck on the usualy problem, I think, even thought I can't find very much helpful stuff on this.
I use a classic blendmode for transparent objects, and order them by the distance from the cam before drawing. This works fine if they are just a bunch of objects on behind another, but as soon as I rotate them or a model contains multiple polygons which have to been blended over oneanother, it becomes problematic.
For the rotationpart, I suppose I need a way to check the point of the object closest to the cam, and order them by this point rather than by just their position.
But I can't see someone preordering the triangles inside a mesh to get which transparent one needs to get drawn first.
As a solution, I have read about Order Independent Transparency, which is only for dx11, but that would be fine with me. I can't seem to pick up a good tutorial on this, so I may aswell ask you for one.
Or do you have another way of fixing those two problems?
Thanks so much!