I am trying to render point sprites with alpha transparency and because I render millions of points depth sorting would kill performance. My issue as you can probably imagine is that artifacts appear in some of the borders when the draw order is not correct:
My code for drawing:
glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDrawArrays(GL_POINTS,0,nSamples);
In my shader I just specify a alpha value in the output color depending on how close to the point center we are.
Is there any way to get rid of the artifacts and get a correct transparency render?