Hi Benjamin,

When you say solid and translucent textures, are you assuming that the 
entire texture is one or the other? The problem I had that I couldn't solve 
with depth-invariant rendering order was with sprites that mix the two. 
This is actually a much more common use case than it sounds: any 
antialiased sprite that isn't a perfect rectangle will have translucent 
boundaries. When I try to render these using depth testing and alpha 
threshholding with these sprites, I wind up with really hideous artifacts 
at the outlines. Did you find a solution to this? I would love to learn 
more.

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