I've been learning OpenGL and 3D graphics for a while and I've come to the well-known problem: transparency, translucency and draw order dependency.
I know about different alpha-blending algorithms: subtractive, which is best, but requires a correct ordering; additive or multiplying, which are order-independent, but provide poor results; disabling z-buffer techniques; and so on.
So, the main conclusion I had learned: there is no magic method to do transparency.
The question is: how transparency is being implemented in modern games? I mean, there deffenetly are transperent objects in them: windows, glasses, etc. I want to learn the best practices on this matter - how this being done in the "big league", but I didn't find yet any paper on this subject.