To rendering a scene using OpenGl with only transparent objects the method i use is :
- Set up alpha values for transparent objects.
- Enable blending.
- Render transparent objects back-to-front.
This works fine if we have well-defined objects.
Eg. camera Obj1 Obj2 Obj3 Obj4
where obj(1-4) are all transparent(say spheres) and rendered in the order 4,3,2,1.
But this method wont work if we have transparent objects overlapping with each other.
This would happen only in case of rendering complex surfaces.(say using TRIANGLE FANS)
Thus, if we had 2 transparent surfaces (using TRI-Fans) overlapping each other , rendering each triangle back to front will be computation intensive.
Is there a solution for achieving true transpareny in this case?