How can I render points in 3D such that they correctly occlude each other

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Oliver Woodford
Oliver Woodford le 28 Juin 2019
Commenté : Oliver Woodford le 29 Fév 2020
When I use plot3() to render points (using the OpenGL renderer, in hardware mode, with full hardware support), the occlusion of points by others doesn't correctly reflect their depth. In fact, by shifting the camera viewpoint slighlty, I can even get the occlusion to reverse, so points which were previously hidden become visible (example images attached). How can I get the figure rendering to respect the depth ordering of the points?

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