   polygon mask?
  Hello,I'm not sure of the terminology, but suppose you're drawing a polygon, and the texture has some totally invisible parts (as in alpha value = 0). However, when printed, of course the depth buffer will still be written to as if there was an opaque part..what I'm wondering is if there's a way to specify a sort of "texture mask" which tells opengl whether a pixel should be "thrown" away.. sort of like line stippling, but when i read it, it seems that it's limited to 32x32 patterns..so yeah, any ideas?Cheers   
  glAlphaTest?   ;  I think that's it.. thanks a lot!   