From: Tim Bird Newsgroups: comp.os.msdos.djgpp Subject: Re: Allegro 3D : Sorting Polygons Date: Tue, 01 Apr 1997 16:43:30 -0700 Organization: Caldera, Inc. Message-ID: <33419DA2.544FE8A1@caldera.com> References: <5hmmtt$5bg$1 AT news0 DOT xs4all DOT nl> <3341AAEF DOT 52E5 AT cam DOT org> NNTP-Posting-Host: igneous.caldera.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 13 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Tudor wrote: > > ellman AT xs4all DOT nl wrote: > > Alternative approaches are to use the Painter's algorithm or Z buffering. > What is the Painter's algorithm, if you don't mind? Painting the items back-to-front. All you have to do is order the things to be drawn by distance and draw everything. If there are lots of overlaps, this gets wasteful, since you end up drawing lots of pixels multiple times. But it's easy to code. Tim Bird