You can also use an additive blending function, e.g., glBlendFunc(
GL_SRC_ALPHA, GL_ONE ), which doesn't require that your primitives be sorted
(though gives a somewhat different effect).
Also, you'll sometimes want depth testing enabled when drawing a set of
transparent objects so that they can be obscured by solid / opaque objects. By
setting glDepthMask( GL_FALSE ) you can disable writes to the depth buffer,
meaning you still won't have to draw the transparent objects in sorted order.
---- Original message ----
>
>On Dec 24, 2004, at 7:41 AM, Lorenzo wrote:
>
>> Describing what I see is really complicated and boring, so I simply
>> ask:
>> In my animation, how can I draw the 2 transparent objects such a way I
>> see
>> what a human eye really sees?
>
>Disable depth testing and always draw translucent objects from back to
>front.
>Blending does not play nicely with depth testing.
>
>Chaz McGarvey
>http://www.brokenzipper.com
>
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