--== Notes ==-- Been a while since I last released something on this, but now I have something great! I have implemented per pixel depth sorting into my rasterized triangle rendering system. It works for every triangle and is built in to the custom block as usual. It works similarly to how a normal depth buffer works, but a little different. Rather than ordering and then drawing every pixel, I check if a pixels depth is less than the current one in the list, and if it is then I render that pixel. Due to the pen extensions ability to overlap pen drawn later, anything that was drawn before will be covered if a triangle is closer, but if it isn't closer then nothing will be drawn. It's very cool and I'm very happy to have it working. I've been working on several different techniques but this one has been the simplest and most efficient one that I made. Turbowarp link: turbowarp.org/1376555827?offscreen&limitless&fps=60 You can render at a res of 1 at a reasonable fps on turbowarp, it also looks the best. If not res of 2 works fine too. --== Controls ==-- WASD to walk around C to zoom in Mouse down for camera direction to follow mouse --== Credits ==-- Me for the code. --== Tags ==-- #3d #depth #buffer #engine #cube #pen #render #rendering #rasterize #rasterizer