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sorting front to back....really an advantage?

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I keep reading in different rendering articles that its more "efficient" to render your geometry from front to back. Why is this? Does it have something to do with z-tests or z-fighting?

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It minimizes overdraw, which for expensive pixel shaders could be a big win.

Unfortunately, it completely screws up batching. The preferred approach these days is a depth-only first pass, and then you can draw things optimally for batching while being efficient about pixel processing.

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