From 5547528cf053806f1bbbca249fd68f830864e16d Mon Sep 17 00:00:00 2001 From: Fisher Darling Date: Thu, 21 Jan 2021 19:14:01 +0000 Subject: [PATCH] Fixed small typo in beginner/tutorial8-depth --- docs/beginner/tutorial8-depth/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/beginner/tutorial8-depth/README.md b/docs/beginner/tutorial8-depth/README.md index 07745828..57845cf2 100644 --- a/docs/beginner/tutorial8-depth/README.md +++ b/docs/beginner/tutorial8-depth/README.md @@ -12,7 +12,7 @@ There are two ways to solve this: sort the data from back to front, use what's k This is the go to method for 2d rendering as it's pretty easier to know what's supposed to go in front of what. You can just use the z order. In 3d rendering it gets a little more tricky because the order of the objects changes based on the camera angle. -A simple way of doing this is to sort all the objects by their distance to the cameras position. There are flaws with this method though as when a large object is behind a small object, parts of the large object that should be in front of the small object will be rendered behind. We'll also run into issues with objects that that overlap *themselves*. +A simple way of doing this is to sort all the objects by their distance to the cameras position. There are flaws with this method though as when a large object is behind a small object, parts of the large object that should be in front of the small object will be rendered behind. We'll also run into issues with objects that overlap *themselves*. If want to do this properly we need to have pixel level precision. That's where a *depth buffer* comes in.