Why I am seeing patches of diffirent transparency in this model with GLSL I am in GLSL mode and I have a material with transparency, my problem is that transparency is not displayed as it is in the final render of BI. Instead of a smooth result in transparency I get patches that are more transparent than other areas and I dont know why. This problem happens in texture and material mode.



and this is the blend file
Answering here as well for completeness sake.

The issue with occlusion is fixed in blender, but the issue with sections having more or less transparency is not

The cause is that faces of transparent objects in blender are drawn randomly. Due to depth culling, if a front face is rendered first, then all faces behind it will get culled. So randomly, some parts of the mesh will get the face closer to the view rendered first and have the most transparency, while other parts will get more than one face rendered and be more opaque.

To solve this we would need to render faces sorted from back to front, but to keep viewport performance fast in blender, we skip this currently.