Hello,
I have a problem by non-displaying transparent regions of my textures.
After i used GL_DEPTH_TEST my transparent regions became black or the background color.
I read something about double rendering but i dont get it how it works corectly.
I tryed:
glDephtFunc(GL_GREATER)
glDephtMask(false);
FIRST RENDERING
glDepthFunc(GL_LEQUAL);
glDepthMask(true);
SECOUND RENDERING
The result of that was that they are still overlapping each other.
Heres my actual result of my system:
(rendered 1 time with GL_LEQUAL and DepthMask true)
http://imagesload.net/img/dasdasdwerdfwe2333344343fsdf.png
(the number shows u the order in that i rendered the objects)
My blending:
gl.glBlendFunc(GL.GL_SRC_ALPHA,GL.GL_ONE_MINUS_SRC_ALPHA);
It would be very welcomed if this method is the badder 1 of some easy methods.
I dont think that im able to split my polygons in smaller 1 so they dont overlap each other.