Point depth in 3D#377
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This PR builds on some hacking that @johnarban and I did for https://github.com/cosmicds/artemis-ii to get points to correctly display in front of/behind planets in 3D mode. The key ideas here are:
discardinside the fragment shader, but this can disable early-Z optimizationI'm wondering whether the
depthMaskcalls should be somewhere in the shader so that we don't need to make sure and track down everywhere that they're used.I currently have the research app set up with a small example that you can use to test this out - zoom into the Moon (the center of the view) to see the behavior of the points.