Hi guys,
I have a problem where I want to sort faces according to depth to be able to render them without a depth buffer (or even a depth component in the position of the vertex, I just want to have x and y in the position).
However I still want to have a have a nice index buffer so that I don't have to treat them as separate faces, for memory (and performance, but mostly memory) reasons.
Basically, I just want to make a draw call that draws the entire mesh, knowing that it will be drawn back-to-front (overdraw is a smaller problem than the vertex processing in my specific case), and indexed so that I process as few verts as possible.
Does anyone have any ideas on how to accomplish that?
Thanks,
Simon