Original Post
Hi,
What I have is an array of objects that I use masks to blend onto the screen, so that my world can be seen through the background of my texture. The problem is, I have to turn depth buffer writes of (glDepthMask(GL_FALSE)) in order to do the masking, and by doing so sometimes an object that is farther away from the camera appears in front of another transparent object that is closer to the camera. Is there a way to correct this with OpenGL functions? I have sorted the array by z and tried to go through the array forwards or backwards depending on camera orientation. It did not seem to work, although I may have something wrong with that code.
Ben