Primitive sort key used for depth sorting and rendering order optimization.
See: http://realtimecollisiondetection.net/blog/?p=86
Bit Field Layout: --- 0 3 bits: Primitive Type (0: POINTS, 1: LINES, 2: LINE_LOOP, 3: LINE_STRIP, 4: TRIANGLES, 5: TRIANGLE_STRIP, 6: TRIANGLE_FAN) 10 bits: Material TID 2 bits: Translucency type (0: Opaque, 1: Translucent, 2: Blend with ZWrite, 3: Blend without ZWrite 3 bits: Viewport layer 3 bits: Viewport 2 bits: Fullscreen layer --- 31
Depth Field: 32 bits: Depth
Primitive sort key used for depth sorting and rendering order optimization.
See: http://realtimecollisiondetection.net/blog/?p=86
Bit Field Layout: --- 0 3 bits: Primitive Type (0: POINTS, 1: LINES, 2: LINE_LOOP, 3: LINE_STRIP, 4: TRIANGLES, 5: TRIANGLE_STRIP, 6: TRIANGLE_FAN) 10 bits: Material TID 2 bits: Translucency type (0: Opaque, 1: Translucent, 2: Blend with ZWrite, 3: Blend without ZWrite 3 bits: Viewport layer 3 bits: Viewport 2 bits: Fullscreen layer --- 31
Depth Field: 32 bits: Depth