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Pipo DeClown

Front To Back, One VertexBuffer

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From what I understand, I ask this question: We sort F2B because when the "one" "big" vertexbuffer runs out, the user wouldnt really notice, and if they do, it''s like having pop-ups from the back of the 3D-space? (like in the PS2 games ) .lick

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Actually, it''s recommended to sort your objects (or polygons, whatever) front to back because it reduces overdraw.

When you render an object, the Z-Buffer is checked to determine whether each pixel on the current polygon is "closer" to the screen than the pixel that is already plotted there. If you render back to front, a pixel may get redrawn many, many times.

If your polygons are in a perfect front to back order (i.e. no intersecting polygons, each polygon is in front of any polygons after it in the list), each pixel will get drawn, at most, once.


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