I am using a transparent weighted average algorithm to draw my transparent objects.
The transparent object is drawn with the following notable render states (the rest are default XNA values):
CustomBlendState.Additive, DepthStencilState.DepthRead, RasterizerState.CullNone, SamplerState.PointClamp The opaque object is drawn using the following states:
BlendState.Opaque; DepthStencilState.Default; RasterizerState.CullCounterClockwise; SamplerState.PointClamp; In the picture below there is what I believe is a z-fighting issue where the green block and the wooden block meet.
How can I keep the objects in the same location and stop this issue from occurring?
When changing the transparent object's DepthStencilState.DepthRead state to DepthStencilState.None the issue goes away. While this is what led me to believe it was a z-fighting issue, the opaque object will then no longer occlude the transparent object when viewed from another angle.
EDIT:
Applying a depth bias to the situation makes no discernible difference either:
public static RasterizerState SolidNoCullBias = new RasterizerState() { CullMode = CullMode.None, FillMode = FillMode.Solid, DepthBias = 1f, SlopeScaleDepthBias = 1f, }; 
EDIT 2:

Culling the triangles will cause the object to look incorrect as a transparent object should show both the inside and outside faces.
EDIT 3:
Depth Stencil State is as follows with 'LessEqual' compare function (doesn't solve the issue)
