Originally Posted By: CocaCola
Whats about you? Do you have some books about scene rendering ?

Not really. I read thousands of online articles here and there. More than a decade of gamasutras and other sites feeds gives a bit of info about the theme. DirectX is directX at the end. All my rest is test&fail comprehension.

Originally Posted By: txesmi
Solid entities are not sorted by the distance to the camera in the rendering stage.

I meant that no engine sorts the full solid meshes because it is an expensive task and triangles and pixels are automatically clipped by the graphic card through the zbuffer. At the same time all of the engines clip the meshes that are out of the view fustrum. Additively they use some sort of backed data in order to determine meshes visibility before building their draw calls. I guess that 3dgs low licenses use an ABT system (Adaptative Binary Tree) in order to compute the entities inside the view fustrum instead of checking the whole entity list, but I can be wrong. As far as I know it is not clearly stated anywhere.