I've been working on making my own OpenGL rendering engine for first-person based game.
For simplicity's sake, let's assume I'm rendering a large static scene which contains both opaque and transparent objects.
From what I understand, I have to sort my transparent objects back to front in order for them to be rendered correctly.
If I heard correctly, BSP trees are the way to do this as long as my scene is static.
However, BSp trees seem to sort the individual polygons in my scene, rather than the individual objects.
Is this correct? If not, how do I get the correct "object order" for objects in my scene.
I have only constructed a basic rendering loop in which I store all my geometry in one large VBO, which I then draw in one go using indexed drawing.
How would I be able to tell OpenGl in which order it should render the individual polygons, without having to buffer my vertex/index data over and over again?
If anyone could shed some light on this, or point me in the direction of some good examples using modern OpenGL, I would be forever in your debt ;-).