I’m in a situation where I’m forced to use SVGRenderer (and thus Projector)
Unfortunately, there are overlapping triangles in my scene, and since SVGRenderer/Projector uses the painter’s algorithm, all hell breaks loose.
I tried implementing BSP depth sorting, but to no avail.
I also tried SoftwareRenderer (on a version where it still existed) but the software z-buffering destroys FPS.
So, my question is:
- Is using BSP depth sorting even the right approach? Are there any other depth sorting algorithms that could work? (aside from z-buffering)
- Has anyone forked Projector/SVGRenderer to do something like this before?
- How would one go about doing this? Any way to hook into the rendering process in a clean way?
Any help would be appreciated, thanks in advance