I'm having trouble with rendering some transparent polygons.
When I'm using z-buffer, if the first polygon in the vertex buffer is closer to the camera than the rest, then it doesn't blend with transparent ones behind it.
I have turned off z-buffer, and they will all blend, but because I have to render them separate from the ones that are z-buffered, that means that they are drawn on top of the other ones, and as a result, you can see them right through the solid polygons that were drawn with the z-buffer on.
My main problem is the blending. I want it to draw these polygons in BACK TO FRONT order of depth, so that the transparent polygons will always blend with the ones behind them, even if they are in the same vertex buffer.