Though I feel like I'm still lacking a bit of understanding how to accomplish this.
What I'm doing is this:
1. Render opaque geometry using deferred shading (Gbuffer, LightPass, Compose)
2. Sorting Transparent geometry back to front and setting DepthEnabled and DepthWrite off.
3. Clearing DepthBuffer (otherwise the transparent geometry doesn't appear)
4. Render transparent geometry.
Now the problem that arises is that the transparent render pass has no information about the opaque objects being there. Which basically gives me something like that:
(purple colored object would be the transparent one)
Am I wrong with my assumption ? And how would I go about that problem ?
Edited by lipsryme, 06 July 2012 - 12:01 PM.