I have a problem by non-displaying transparent regions of my textures.
After i used GL_DEPTH_TEST my transparent regions became black or the background color.
I read something about double rendering but i dont get it how it works corectly.
The result of that was that they are still overlapping each other.
Heres my actual result of my system:
(rendered 1 time with GL_LEQUAL and DepthMask true)
(the number shows u the order in that i rendered the objects)
It would be very welcomed if this method is the badder 1 of some easy methods.
I dont think that im able to split my polygons in smaller 1 so they dont overlap each other.