Triangle drawing order in DirectX/OpenGL -


Should the sequence of triangle dragging in 3D API be similar to their order in the index buffer?

For example, if I have two overlapping triangles in a draw call, and the in-depth test is disabled, then will the first or second triangle be seen in the end?

Or do I need to issue a separate Draw Call to ensure that the second triangle appears at the top of 1?

The order in OpenGL is actually protected, so the algorithm of the painters can be used, for example When semicolon-family geometry is translated to

Direct 3D I certainly do not know, but I would say that the same applies there.

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