Original Post
I want to draw multiple transparent (or rather semi- transparent in order to see anything...)objects at once in OpenGL and one way to do this properly is to depth sort the polygons drawing the farthest ones first.
But consider a more complex object, for example a torus, or a lot of them. Would the best thing to do be to depth sort every single polygon in every single object? Surely this could be optimized using bounding volumes for the objects, but it still seems like a lot of work on the CPU.
Is there any OpenGL specific method that could be of use?
Does anybody have anything to contribute in the area of efficient dept sorting or similar on this subject?
----------Hard Problem---------------
And finally, a pretty hard problem (I think):
Consider 3 polygons, A, B and C
A overlaps B, B overlaps C and C overlaps A
no matter in which order they''re drawn, if they are transparent,
the overlaps will not be rendered properly!
How would you render them?
-------------------------------------
Happy for reply!