In OpenGL, is it possible, to draw a sequence of polygons that doesn’t check for depth (so they will always be drawn in front of other polygons drawn before it, regarding of their z position)
but also at the same time, they still write to the depth buffer?
I suppose this is doable using shaders, but right now I have no access to that.
Not strictly speaking (from the man page):
But… you can have the depth test enabled, while not having any fragment fail the test:
Of course, you get the last Z written by doing that, not the closest to the view.