Original Post
I'm trying to create a simple OBJ renderer and hit a snag with per-layer/group translucency. Right now I'm just tossing each layer/group into its own display list for performance reasons, but rendering them in no particular order rarely looks correct. Models are quite large, on the order of 10000+ triangles, and are usually entirely in-frame. Apparently to use the built-in blending modes correctly you have to sort your translucent geometry from back to front before rendering. Unfortunately the only way I've read to do this is to use a BSP tree for my geometry, and rendering them requires a whole bunch of immediate-mode OpenGL calls, one for each polygon (unless I'm misunderstanding something). Is there some easy way to do correct translucency in OpenGL without sorting? If not, is there an easier/quicker way than using BSP trees?