Hey!
I recently ran into a problem where having multiple calls to opengl to draw translucent geometry produced some funky results. I googled it, and I believe the problem has something to do with having to order the draw calls from back to front.
I was curious; how should I go about doing this?
My game features an infinite world, split into chunks. Each chunk is 1 VBO. I can order the VBOs from back to front no problem. But will this fix the problem,? Or do I need to order the draw calls within the VBO too? Wouldn’t that be quite awkward to do, especially if you have a face that has 2 vertices behind another face, but 2 vertices in front of that same face?
I’m a little puzzled if I have to be honest. The only thing I know is that the weird alpha drawing only happens between chunks. This leads me to believe I only need to order the separate VBOs rather than the inner calls to openGL to draw the faces…
Anyway, thanks:P