Thank you for the replies.
Isn`t order independent transparency a bit expensive? Anyway, might be a bit out of my league. I did write some basic shaders, but still pretty new to them.
Someone suggested that i should use a two pass rendering technique:
* Pass 1: draw the solid part: alpha blending disabled, alpha test set to only accept the 100% opaque areas, and depth buffer enabled
* Pass 2: draw the fringes: alpha blending enabled, alpha test set to only accept pixels with alpha \< 1, depth buffer enabled, depth writes disabled
Would this work in my case?
EDIT: just tried the default AlphaTestEffect. It`s way better, of course, but i still get some pixels wrong. Here`s a screen:
Again, would that two pass render help here?