Would be great to get some input here from a TMW employee.
How can I render points in 3D such that they correctly occlude each other
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Oliver Woodford on 28 Jun 2019
Commented: Oliver Woodford on 29 Feb 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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