So i'm trying to fade off a mesh but setting it's alpha sets the alpha of each constituting triangle separately, thus overlapping parts fade differently from non-overlapping parts. this is not good for me, i'd prefer uniform fade off.
see attached figure for full alpha, and faded off alpha, the intersection of the two strokes is more opaque, that's what i don't want.
is there any solution? rendering to rendertarget and then setting alpha for this would work but i'm working with thousands of meshes, and so this would slow down the app too much. i was hoping that maybe you can think of some other solution, using shaders perhaps?
thanks for your ideas.