I'm trying to render some low poly trees where the "leaves" are simulated by textured quads set at semi-random angles to each other. My problem is that the textured quads create visual effects where their transparency doesn't correctly depth sort - unsuprising given that they intersect often in 3D space to give an illusion of complexity, which probably gives the depth sorting an issue working out which is actually "in front" of each other . Each textured quad represents a "branch" full of leaves (rather than each leaf being a textured quad).
Can anyone give me a hint how to either deal with this problem, or perhaps point me at a resource describing how to do low-poly trees to get a different solution ?
Depth peeling is another technique intended to solve this problem. Although I'd recommend you stick with Nik02's suggestions unless you're prepared to invest a lot of extra effort and processing power at the problem to achieve slightly more correct results.