is there any way to prevent OGL to write the depth buffer from the fragment shader? I'm thinking of something like discard.
I'd like to throw away pixels whose alpha is not big enough. This would help me to perform early depth testing to reduce overdraw.
Node that this is a 2D engine, so all of this are basically sprites.
Edited by Yours3!f, 17 May 2013 - 02:55 AM.