transparent walls...

what should I do to draw nice looking transparent (textured) triangles without effect of shining in case there are many transparent triangles ones on another…?

thanks to everybody…

I dont know much about blending, but it sounds like you dont want addative.

try

glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

should make it see through without addative “white out” occuring.

With that blending function, you also have to draw the primitives in back to front order. Otherwise it won’t work.