Hi there!
I’m working with a triangulation geometry and I’m getting some glitches where:
-
several primitives share one edge: sort primitives in depth camera axis ? and
_.depthCompareFunction = .lessEqual
-
two primitives or are nearly to coplanar: improve rasterizer depth order test. How?
I need all the faces, inner too, because I’m working in a crystal shader with transparency
Any hint?