> that's another issue. as far as i know, fluxus depth sorts on object level,
> which means that the camera distance for each object is calculated then the
> objects are rendered in order from back to front. although the particles are
> depth sorted when the particle object is rendered, the whole particle
> primitive will be rendered at a time specified by its distance from the
> camera. this can interfere with the rest of the scene. polygon level depth
> sorting could be a solution, but fluxus does not do that as far as i know.
> dave will probably correct me if i'm wrong.
>
So this would become a issue when we'd have something like Tetris shapes
fitted together and looked at from a odd angle? In that case we'd have to
treat all parts of the object as separate objects and potentially chop faces
into bits like I did to my plane?
Plane pasted below for illustration.
Kas.
(with-state
(colour (vector 0 0.8 0))
(for* ((x (in-range -5 5))
(y (in-range -5 5)))
(identity)
(scale 5)
(translate (vector x y 0))
(build-plane)))