Trouble combining alphastate with zbufferstate

Hi!



I have cloud of particles using com.jme.scene.Point with GL_POINT_SPRITE_ARB enabled.



The texture is a blurry dot with an alphachannel.



If I have the zBuffer set to writable true, the alpha part of the texture is blocking the particles behind it with the bg color. If I have it set to false, there is no zbuffer.



Is there a way to blend transparent objects and still have zbuffer?

There still is a z-buffer, and it still gets checked, it just won't be overwritten by the translucent object.

If that object is in the transparent render queue, all opaque objects have already been drawn, so there won't be anything on top other than other translucent objects. In the case of translucent objects I don't think the blending is technically correct, but it's usually acceptable.

So the translucent objects will not be rendered in the correct order?



The vertices in my particle cloud object are of various colors and it's important that one can see which point is in front of the other.



If have a green point in front of a red point they will be blended, rather than the green point blocking the red one?