Original Post
I would like to give transparency to some objects. I do that using glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Say A is behind B and B is transparent but if A is rendered before B then this blending method does not work due to depth buffer. But when I enable depth buffer, the rendered model gets weird. So how do I achieve correct transparency with our without disabling depth buffer? Thanks