Depth buffering & transparency plz. help!

I got a 32bpp texture wih an alpha channel, and a few holes in it.
Is there a way to write to the depth buffer only the texels with alpha!=0 ?

[ul][li]Dont want to disable depth writing.[/li]Sorting wont do because i want polygons to intersect.[/ul]

I think it might be possible, cause trees made of 2 intersecting masked textures are quite common.

I’d apreciate any help

Alpha testing should do the trick:

glAlphaFunc(GL_NOTEQUAL, 0.0);


That’s what I did, but it doesnt work for me. I must have erred somewhere…

Thanks anyway.