I've got my new sprite batch system up and running, and I'm running into this weird depth testing issue where if I draw my sprite on top of another, it will clip the pixels of the underlying sprite as illustrated in the attached screenshot. Keep in mind that these two sprites are part of the same vertex buffer, and that the top sprite's are first in the vertex array. The top sprite also has a higher depth, and depth testing is on. Now, if I move the top sprite's vertices to the back of the vertex array, everything draws correctly. Is there a way I can get around this problem without having to rearrange my vertices from back-to-front?