I have a fire simulation, containing a large number of textured GL_POINTS
. Each particle has a transparent background, and when facing the fire from certain angles, the blending works correctly. However, viewing it from other angles shows the backgrounds, which should be transparent, obscuring particles rendered behind others. See picture below.
As you can see, there appears to be a lot of black boxes in the way of the particle. How can I avoid this? The blend function I am using is GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
. Using GL_ONE
as the second argument to glBlendFunc
gives very similar results.