Hello,
is there any way of utilizing OpenGL's depth test instead of the paint order? If I understand it well, the aim here is
to get it looking _like_ with depth test. I understand that shifting windows by an "infinitesimal" offset in the z
direction would lead to various problems, but isn't is possible to persuade OpenGL somehow to use different coordinate
for the depth test than for the perspective projection? (It would require a little bit more math than I outlined here,
but should be possible.)
V.
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