Getting the transparency working was awesome, the binary alpha in particular is really sweet. It was also cool to see how big of a difference sorting the transparent objects back to front made. You'd inherently think it shouldn't matter at all (since you can see through them!), but when I was drawing them front to back since that's the way I ordered them in my scene file, you could only see the one in front. It really drove home the lesson.
Now that I'm looking at the 2nd screenshot below I should probably put the Render state code inside it's own PIX event just so it looks a little nicer, but I'll do that for next week since I don't want to go re-upload the code.
I also made sure to go back and fix all the little errors I'd made after getting feedback on Assignment 5. 6 will still have the same issues since it was submitted before then unfortunately. Summing them up: I normalized the incoming normals to my fragment shaders so specular lighting is working at last. I also took out my hard coded debugging specular exponent value and now pull it directly from the material as opposed to the scene file. And.... I think that's everything that was wrong....
PIX events with only one Opaque and Transparent:
PIX events showing Opaque and Transparent expanded:
What it looks like now:
Link to Code: http://eng.utah.edu/~jthummel/graphics/ThummelGraphicsAssignment7.zip