title: OpenGL Alpha blending and object independent transparency
body: <p>I am trying to implement object independent transparency (OIT) using the following naive technique:</p>
  
  <ol>
  <li><p>Sort opaque and transparent objects.</p></li>
  <li><p>Render opaque with depth write on.</p></li>
  <li><p>Disable depth write, enable alpha blending, and render the transparent objects.</p></li>
  </ol>
  
  <p>It work ok if I have fully opaque and transparent objects only.But what about the case where some objects have transparent alpha textures (all my meshes are planar) and need Alpha blending on, and other are transparent.What is the routine in this case?
  Currently, if I render the transparent first with depth write on and alpha blend on too, then rendering the object with alpha channel texture (depth write off, blend on) what happens is that the part of the last rendered plane that intersects into the first plane gets culled. Here is a picture to depict what I am after:</p>
  
  <p><img src="https://i.stack.imgur.com/7x20L.png" alt="enter image description here"></p>
  
  <p>Both planes have some amount of transparency and still maintain depth sort.
  I know I can use more sophisticated approaches  for OIT like <a href="http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html" rel="nofollow noreferrer">this</a>. But is it possible to do it without getting into fragment linked lists etc? </p>