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Up Topic 3D mesh rendering

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In Response to Clonk-Karl

> Perhaps it's time we switched the alpha channel to the way everyone else uses it.


I considered this as well, but maybe this should happen independently from the mesh rendering. I also feared breaking D3D-Code...

> If you are sorting the triangles anyway, you don't need a depth buffer, do you?


The faces are sorted from nearest to farthest, not from farthest to nearest. This way the depth buffer is still required. It is done this way so that applying ColorModulation with nonzero alpha on an object gives the same result as for pixel-based graphics.

I am going to have a look at your other proposals. Shaders are completely new terrain for me, though :)

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