hardware accelerated transparency

Hi all,
Does anybody know how to take advanage of hardware acceleration in transparency. Algorithm of sorting triangles each time when I rotate a figure that consists of lots of triangles allows me to use nither display lists nor other techniques to take advantage of my hardware.
People, is there any solution?
Thank you in advance.

No solution.

“Order independent transparency” isn’t all it’s cracked up to be; it’s still just an approximation of a real volumetric refraction/absorption light model.

  • Matt

What did you mean in your last sentence? BTW some people suggested me to use multiple z-buffers for this case but I didn’t find such a thing in OpenGL. What do you think about it?