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View Full Version : Blending Oddity (Related to Depth Buffer)



silentmagesoul
11-26-2008, 05:13 AM
So, I have textures that have semi-transparent parts right? But when I render them with glDepthMask(GL_FALSE), i.e. not writing to the depth buffer, rotating or translating the view causes the semi-transparent parts to become opaque. When I do write to the buffer, the textures stay semi-transparent. Ideas?