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Sep 24, 2021 at 11:40 comment added Thomas @PawełPomierski have in mind, that you can also render your blocks from back to front... if your datastructure (chunks) allow this
Sep 24, 2021 at 11:39 comment added Thomas @PawełPomierski you are welcome =)
Sep 23, 2021 at 10:06 comment added Paweł Pomierski I'll implement this and hopefully it'll solve the problem. (Unfortunately I do not have enough reputation to cast a vote for you). Thank you for your answers.
Sep 23, 2021 at 6:32 comment added Thomas In case using OIT: you can store the list in a Shader Storage Buffer Object (SSBO) and use atomicAdd(), atomicCompSwap() and other atomic functions within GLSL (shader) to avoid writing to the same memory location from different GPU "Threads" .
Sep 22, 2021 at 9:21 history answered Thomas CC BY-SA 4.0