ActionScript 3.0 :: Z-sort Triangles For A 3D Engine?

Sep 18, 2010

I'm building a small 3D engine for a game I'm working on. I've got my basics sorted: textured triangles with backface culling. However depth sorting is proving to be a difficult problem.I'm calculating the face Z by averaging out the 3 points that make up the triangular face. The longer faces sometimes overlap the smaller faces since they have a larger Z value and therefore rise up in the depth sorted display list.Is there a way I can use the area of the polygon to influence the depth sorting in any way? Or are there algorithms to accurately detect which triangle is above which triangle?

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