glEnable(GL_DEPTH_TEST); Draw_Opaque_Object(); glEnable(GL_BLEND); glDepthMask(GL_FALSE); // don't update the z-buffer! Draw_Transparent_Object(); glDepthMask(GL_TRUE); ...
I know that I must draw the opaque objects first, then the transparent ones but this is a serious problem... if I want to create a grate texture, it's impossible to draw half of it (the opaque part) and then the other part... so, how can it be done?
Another question is what means 'Render the polygons from front to back'?:huh: It means to draw all the front facing polygons and then the back ones, or what? In 'The Red Book' says that for antialiasing polygons you need to render the polygons from front to back... what does it mean?












