I am trying to display a texture containing fully transparent pixels and fully opaque pixels. It seems that my only option is to make them remote with respect to the front (after all completely opaque polygons), because even completely transparent pixels update the depth buffer, but I'm not sure if that is accurate. It?
It seems that for the fragment shader it was possible to leave a depth buffer only for transparent pixels, but apparently not. Did I miss something?
Is there any other reasonable way to render images with a very irregular shape, different from many polygons that I donβt think about?
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