   transparent textures hiding stuff drawn after them
  hello, i am currently having a problem with some textures hiding others.i have a texture which contains transparent and opaque parts. now i should be able to see objects behind the textured object through the transparent parts of the texture, right?unfortunately objects that are drawn after and are behind the textured object in the render-stack are not visible.i found out, that if i set gl.glAlphaFunc(GL.GL_GREATER, 0.1f);then this problem is solved, but i get ugly, jaggy edges. and something tells me this is not the right solution to do it.thanks   
  Always draw the opaque objects first. There is no way around it. If you also want to see transparent objects behind other transparent objects you will have to sort them by their z value before rendering.   ;  ok, but what if two transparent objects intersect so that parts of object A are before object B and other parts of B are before object A.   ;  Then you have to split one object so that you can sort them properly. Draw parts of A, then B, then the rest of A for example.   ;  thanks, so i guess there is no away around sorting objects by their depth.what's a fast sorting-algorithm for such a task?btw: if i am drawing objects by their depth anyway, i could turn off the depth buffer, right?   ;  No, you can't turn off the depth buffer, as transparent parts may be occluded bu other non-transparent objects. Turn it off and transparent object are drawn ontop of everything no matter what depth they are at. However, you can turn off depth WRITES; glDepthMask(GL_FALSE);.For sorting, I suppose one easy way would be to sort a container of pointers to your primitives or something. Sort the pointers without affecting the primitive itself, and then traverse the primitives via the pointers in the correct order.   