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by muyyatin2 671 days ago
This is correct! My CPU implementation of this code can handle the overlapping polygons / meshes / textures. https://phetsims.github.io/alpenglow/#depthSort (takes forever to load, sorry!) is an example of using the analytic approach to render a phong-shaded teapot, where it splits things into adjacent but non-overlapping polygons (from a source of VERY overlapping polygons).