Comments (3)
This is possible depending on which code you run. In the first simple demo, the depth sorting is done on a per triangle center point depth basis. This is crude (and was there to indicate a point in part 4). The last version of the renderer uses a genuine depth buffer to remove such artifacts.
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I am using OneLoneCoder_PGE_olcEngine3d.cpp from the olcPixelGameEngine repository (this repository) and there is a depth buffer.
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I now see that the depth buffer only applies to the texture-related code and that if you uncomment the triangle sort code, objects without textures are rendered as expected. It may make sense to have the depth buffer apply whether there is a texture or not but I'll close this issue.
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Related Issues (20)
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