From: <HBB...@t-...> - 2007-01-12 22:45:01
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Daniel J Sebald wrote: > Hmm, might there be a slight alteration of this that would work > "better"? No. The whole idea of "depth sorting" is fundamentally flawed. No slight alteration can make it work correctly. The only real effect a slight alteration will have is to move the errors to a different region of parameter space, i.e. replace a known-bad guess by an unknown one. > Rather than carrying out a bubble sort on depthorder, couldn't we > carry out a bubble sort on "covered by"? No --- because "covered by" isn't a proper ordering criterion. Cyclic obstruction from view is possible with as little as three triangles in the scene. And surface patch can intersect each other, share edges or vertices, and do various other kinds of "special case" things that are hard to think of before-hand. > Anyway, it shouldn't be too difficult to write a routine, given two > elements that establishes draw order for the scenarios above. Oh, it _is_ difficult. If you don't believe my words, believe the code I wrote to implement hidden3d, or get yourself a textbook on 3D computer graphics. |