>Multipass Transparency

Example: transparency.py

glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) disables writing to the color buffer - only depth information will be written
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) re-enables writing to the color buffer
glDepthFunc(GL_EQUAL) a "fragment" is drawn only if its depth is the same as what's already in the depth buffer
glDepthFunc(GL_LESS) default depth-buffering mode. a fragment is only drawn if it's nearer than what's already in the depth buffer