Is it possible to achieve an transparency effect where fragments with alpha lower than 0.5 are discarded and fragments with alpha higher than 0.5 are rendered rendered opaque? From what I've read,
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5);
would be what I'm looking for but unfortunately, AlphaFunction is not defined in WebGL. Is there a workaround?
My problem is, that transparent fragments write into the depth buffer and thus prevent farther fragments from beeing rendered: alpha_error http://gebackene-ente.at/nudelsalat/sonstiges/pointcloud_alphaerror.jpg
Sorting is not an option because there are way too much points.