state sorting, fill efficiency...


I’m getting mad at trying to get a proper method to sort GL states without losing the depth test boost.

If for a given state I render all the associated geometry, I might end up with the Painter algorithm (in the worse scenario) and waste fillrate.

My space partitionning scheme give me free implicit Z-sorting. Would you recommend me a 2-pass rendering using CVA, which first fills the depth buffer then does the actual rendering ?