Why does the graphics pipeline specify that the depth test is performed after fragment processing, if that results in a lot of wasted work? When is it better to use the process on the left?
clairezb
Reason to sort: prefer front to back because otherwise early z out doesn't really happen
anthonychen
I'm still a little confused about this method. If we sort the geometry first, don't we still need to perform pixel-level depth tests at the Frame-Buffer Ops step in case of geometry intersection? If this is the case, where does the optimization come in?
Why does the graphics pipeline specify that the depth test is performed after fragment processing, if that results in a lot of wasted work? When is it better to use the process on the left?