Martin Helm wrote:
 
>>I've always felt motivated to write a hidden surface algorithm but hadn't
>>found the time given how much work that would require.  Even the syntax
>>"depthorder" would be nice to deprecate, and instead simply refer to it as
>>"hidden".
>>
> 
> 
> The problem with a general hidden surface algoritm will be (just an 
> assumption) the runtime complexity, it may be takes not into account such 
> special properties like the one mentioned above, that a triangle mesh is by 
> design not selfintersecting and then a general algorithm leads to an 
> exhaustive consumption of memory and cpu power in cases where it is not 
> neccessary. 

Guess I have similar experience as you.  Enough to know it is difficult, but 
not enough to not say "Never hurts to give it a try!" (see Eek! The Cat)...  
Seriously, I'd think that a lot can be saved by using a variant of "depthorder" 
as a first pass to greatly simplify things.  That is, in 3D space, barring 
seriously undulating functions, the majority of elements will not overlap in 
space relative to the angle of projection.  It's only the ones that overlap in 
depth that need the sophisticated surface intersection routine.

Dan

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