Thanks for this post, HeelX, could you please post the link to the paper?
Quote:
This can largely be resolved if the rendered primitives are sorted to draw furthest from the camera first. Sorting primitives before rendering is usually a prohibitive CPU cost for game rendering and is not supported by Gamestudio, as JCL stated several times throughout the last 10 years here (geez... I'm getting old)

What do you mean with "primitives" in this case and what exactly is not supported?