Many sprites/textures with a high resolution have partially transparent pixels arounds their edge to make their edges smoother (antialiasing basically). When rendering these it seems to me that you have to do the same as with any other sprites containing partially transparent pixel, which is to render them from back to front. That is if you want proper blending, of course.
But is there really no way to render these sprites with these tiny edges of partially transparency with some order independent method?
I'm attempting to do this, because I want to store a large number of static sprites in a seperate buffer from my dynamic sprites, such that I don't have to reupload the data every frame. However, with these partially transparent static sprites, I have to sort them together with all my other dynamic transparent sprites every frame. Of course, this is only a problem if my static sprites can be in between my dynamic sprites depth wise, but that is unfortunately what I want.