I feel like an absolute idiot for asking this. But how exactly do safely draw the depth of a fragment featuring a Masked ( Alpha 1) texture on it's surface?
So far I've literally been doing a depth test on truly opaque geometry.
Here's a logarithic Z-bufer from GTA. And yes... it's strange that I know that and how to do it... but not a alpha mask depth.
EDIT: From this, it looks like it's actually possible to write solid texture data to the depth buffer, and ignore the binary transparency.
Here's an image that's an example of the problem I would like to solve.