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Up Topic 3D mesh rendering

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In Response to Sven2

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


Long time ago I heard that drawing front-to-back is faster than vice versa, because less pixels need to be drawn. In other words: Checking the depth buffer should be a faster operation than drawing a pixel (+texture lookup, executing the shader, etc.).

Doesn't work for transparency, of course.

I think CX splits all mehes into transparency+non-transparency, then sorts the list and draws front-to-back. Supposedly, sorting the list every frame AND having a depth buffer is still faster than the alternative.

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