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Transparency can be achieved (or actually approximated) by using alpha-to-coverage (in case of MSAA) or basic alpha/transparency blending using the following approach:
Bind a rasterizer state with a ...
I have a number of (opaque) objects created using the glGenLists() glNewList() utilities. As generated, the Alpha values are all set to 1
Is there a way to make these objects when summoned blend into ...