Original Post
I''ve spent the past many hours contemplating the best way to do Per Object Face Depth Sorting.
The problems that arise in my current mindset is that every object needs to be in it''s Final Transformed state when I pass it to D3D''s Pipeline.
Unfortunantly this poses the problem that I would have to do all the Matrix Transforms myself and fill out one or more Vertex Buffers per frame. (Almost certain it would be more than one unless I was caching my whole scene to one VB). Then I would have to build an index buffer for each Object and Sort the polygons on the Depth (If I Transform everything myself It''s a simple depth Comparison along an axis) Or instead of the index buffer since I''d be filling out the Vertex Buffer myself I might as well just insert the polygons in thier sorted form as I''d be destroying the Vertex Buffers data each frame.
So the only problem with this method that I can see is that
a) I''m dumping D3D''s Matricies for my own Software implementation
b) I''m Filling out a Vertex Buffer every frame
and these might cause some major overhead I''m afraid as the Matrix math might be done in Hardware?
So I''m wondering if anyone else has had expirience with this kind of problem or has a better method of doing Per Object Face Sorting?
I haven''t found any tutorials on this subject yet (Beyond something like Billboarding)
I''m open to Ideas and suggestions?
Thanks in advance
-Ximmer