The image shows a scene from my lightcycle game, GLtron. Its sole purpose
is to show off just how good transparent quads can look when you sort them
correctly (i.e. draw them back-to-front). However, it also shows how
badly non-anti-aliased lines can look (if anybody has advice on drawing
anti-aliased lines in OpenGL that works with most graphics cards, send them
The code for transparency sorting is not yet in the CVS version of GLtron,
but will be in a few days.