Order Independent Transparency in OpenGL
Alpha transparency in OpenGL can be problematic when dealing with objects that require transparency regardless of their order in the rendering sequence. This issue occurs because the alpha channel relies on the depth buffer for blending, meaning that objects drawn later can obscure those with transparent areas.
To achieve order independent transparency, a multi-pass approach is required. This approach involves first rendering all solid objects, then rendering transparent objects in a separate pass.
Transparent Object Rendering Pass
In the transparent object pass, several adjustments are made to the OpenGL state:
Z-Sorting
To correctly order transparent objects, a technique called Z-sorting is used. This involves sorting the transparent objects based on their depth and rendering them in the correct order. To perform Z-sorting:
Restoring State
After rendering the transparent objects, the original OpenGL state is restored:
Additional Solid Object Pass
Finally, to ensure that transparent objects do not obscure solid objects, a second solid object pass is rendered after the transparent object pass. This ensures that solid objects are always drawn on top of transparent objects.
This multi-pass approach effectively enables order independent transparency, allowing transparent objects to be rendered regardless of their drawing order.
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