JosiahMaybe
Platinum Coder
All I know at this point is trying to to do like whole shapes sort as opposed to per pixel sort, may require cutting shapes that intersect planes or that intersect edges in 2d view plane, for draw order only things that are in same space relate or need any specific order, I could randomly merged otherwise. It will be using Slang shaders and parallelism. This all would be for an any dimensional algorithm but it simplifies to like a 3d. I prefer not to store new points because 3 to 3000 dimensional could be.
I am trying to meet or exceed A-buffer stuff, this kind perfectly handles alpha/opacity/whatever you call it, I already know what I would do and all those seem to fail to be as fast. Ideas? I honestly think this should be faster simply because much less work than per pixel. It would be z based and compared at corresponding points, use edges for a maximum of 5 z things made or considered. Cut lines can be 2 integers and a float for where a long original. It will be only planar polygons, lines, and points. X E.
I am trying to meet or exceed A-buffer stuff, this kind perfectly handles alpha/opacity/whatever you call it, I already know what I would do and all those seem to fail to be as fast. Ideas? I honestly think this should be faster simply because much less work than per pixel. It would be z based and compared at corresponding points, use edges for a maximum of 5 z things made or considered. Cut lines can be 2 integers and a float for where a long original. It will be only planar polygons, lines, and points. X E.