Ian wrote:That's not what I would expect to be honest from any 3D API. Even if you cull back faces and depth sort you still couldn't achieve that. They must be stencil tested ..
Either that or, maybe, a different blending function using "glBlendFunc", "glBlendEquation" or the "Separate" variants...
Edit:
Ian wrote:void SetGroupLayerNumber ( long layer_number ) ;
Description
Sets the layer number for group layering. The group layer number sets the drawing priority for all polygons under the culling node.
Arguments
long layer_number
Group layer number. Zero indicates the lowest priority layer.
On a second thinking... could it be what I've called "multipass render" before, answering to Bart?