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OpenGL polygon mask?

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Hello, I'm not sure of the terminology, but suppose you're drawing a polygon, and the texture has some totally invisible parts (as in alpha value = 0). However, when printed, of course the depth buffer will still be written to as if there was an opaque part.. what I'm wondering is if there's a way to specify a sort of "texture mask" which tells opengl whether a pixel should be "thrown" away.. sort of like line stippling, but when i read it, it seems that it's limited to 32x32 patterns.. so yeah, any ideas? Cheers

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