Hello, first time here. Sitting down today and teaching myself OpenGL. But I have run into a question I can't seem to find the answer to. I'm wondering why depth testing seems to be incompatible with semi-transparent objects in OpenGL. The documentation seems to suggest that you must turn off depth-testing, then draw objects in reverse-distance order and the blending will work properly.
But why can't openGL just use the same depth test it always does to figure out what's furthest back in reverse distance order and do this for you? Is it just a limitation of the framework, or is it something to do with what you can do efficiently in graphics hardware, or something like that?
Just wondering. Hope someone here can elucidate.