Lets say I have a GL_QUAD, with a texture pasted onto it. This texture is of a circle.
The parts of the texture outside the circle have alpha of 0. Inside have alpha of 1.
So, in normal view, it looks like a circle, not a quad.
What happens in the zbuffer?
Does alpha have anything to do with it?
I am imagining not, and that I would get the full quad. Is this right?