   order independent alpha?
  is there some way i can get order independent alpha in my scenes?because im uing VBO's (so cant sort per poly) and am getting some alpha order issues :-/any ideas?   
  Specific types of blending are order independant, adding for example.   ;  Modulation as well.Other than that, you have to choose: either don't sort your polygons, or get the effect you want. You can't have both.   ;  what do most games do for thier grass say, surely they dont sort the polygons? they use some order independent version (ie not addition or multiplaction)?   ;  i found this:GL_FUNC_REVERSE_SUBTRACT_EXTan extension that some game used to get order independent alpha, didnt seem to work when i used it tho, but i usually render alpha objects last maybe with this i do them first or something?   ;Quote:Original post by supaguwhat do most games do for thier grass say, surely they dont sort the polygons? they use some order independent version (ie not addition or multiplaction)?Grass (and other vegitation, particularly trees) generally looks better with no blending and an alpha test instead. Use your alpha channel as before and add an alpha test somewhere around 0.4 to 0.6. You can get nice curved edges, and because its a simple on/off test, you can leave depth writing and testing enabled, so no need for sorting.If you *really* want order-independant blending, theres some crazy complicated stuff like depth peeling. Its liable to be unpractical for a game though.   