Original Post
This will probably sound like kind of a dumb question, but if someone can just give me a quick answer, my confusion should be sorted out with no trouble. I understand most of the algorithms needed to store, manipulate, display (et cetera) 3D graphics, but there's one thing I've never really been sure about. When you have a full scene, ie, not just a single, simple model, and it comes time to display all your triangles, what is the method that current games and other programs actually use? Most of the books I have on the topic are kind of outdated, and I'm just curious as to how its actually done. To the best of my knowledge, there are two basic techniques, z-buffer, and sorting the full list of (non backface) polygons by depth, and drawing all of them, far ones first. Honestly, I can't imagine that the latter technique is actually feasible, so I assume that current games use some form of a z-buffer, but I'm just not sure. Enlighten me, anyone?