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Sprite with alpha Blending in 3D world

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I'm working on a game in a 3D world with elements 2D only (Like Don't starve game) for Android and IOS.

Currently, I've managed "Sprite" without alpha blending, I've just put a condition in the pixel shader to test if pixel alpha channel is null:

if ( texture.a < 0.5 ) discard;

Everything working here. (On old devices like an HTC desire mobile, this condition "destroy" framerate but it's another problem :/)
But recently, I've tried to had another Sprite with AlphaBlending activated (The character in the video):

glCheck( glEnable(GL_BLEND) );
glCheck( glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) );
glCheck( glDisable(GL_DEPTH_TEST) );

My sprite transparency is ok but it is now in front of everything in the scene. (Probably due to glDisable(GL_DEPTH_TEST)).

How can I handle depth with alpha blending activated?

Here is a video to show the problem:

hanks for your time!

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I don't understand why you disable GL_DEPTH_TEST.


Replace glCheck( glDisable(GL_DEPTH_TEST) ); with glCheck( glEnable(GL_DEPTH_TEST) ); and everything should be fine.

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