Depthbuffer and clear areas on a texture

Is there any way to make a 100% transparent area on a texture get ignored by the depthbuffer? This would be VERY cool.

I notice in Q3 that grates and stuff draw correctly and I doupt they draw from furthest to nearest.

The alpha test can be used for that ( in fact, that’s what Q3 uses for that particular effect ).

Yay! Thanks!

I will have to play with that !

Here’s one for ya. Is it possible in OpenGL to stop from writing to the depth buffer when the alpha is less than say 0.9f yet still draw the pixel? If this is possible then I wouldn’t have to manually disable the depth test when objects are suppose to be semi transparent.