(Apologies if I’m not using the proper jargon!)
It’s looking like the standard depth buffer mode in renderer ignores actual placement (in 3D space) of Points (DX11 3D) and just looks at order or layers in group.
So, if I have a group with a cube in the first pin and an array of points in the second, it always looks like depth stencil mode is set to No Depth (in RenderState.) I can orbit around to where the cube should appear in front but the points are always on top.
Tired it with a particle system and everything looks great :D
Am I missing something? Thanks for any help!