> so am failry comfortable taking on a transition in the drawing, the
> main motivation for me doing this is managing shading or drawing of
> surfaces that are supposed to be 'next to/ on top of each other etc
> so will be trying to take advantage of the depth buffer in that
> respect. My issue with the present drawing is that i will have to
> twist up my code a bit now to make the order of the cells always draw
> in correct 'layer' order to maintain 3d illusion, or at least to
> enhance what i am supposed to be seeing.

Um, I don't get you.
If you create your "world" as 3D in the GL context, then you just draw
everything in the 3D space, and let the GL hardware figure out the
ordering and occlusions and stuff.

> at present my world is
> 20 x (20 x 20) planes which are drawn in psuedocode like:
> 
> for each(i) {
>     for each (j) {
>         for each (k) {
> 
>             draw_a_cell_at(i, j, k)
>         }
>     }
> }
> 
> where 0 is top left of screen, so the top layers are drawn first
> instead of bottom, so i need to flip all that around to get 
> it right really

You can set the GL context to put the origin and axes and so forth
wherever you want it and...

If you set the x,y,z of the vertices, the GL renderer will sort all that
out, won't it? I've never bothered with sorting the drawing order and
it's always just worked.

There's something I'm not understanding here. Maybe I've been doing it
wrong...



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