The Occlusion challenge

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You can *kind of* do that, but you can't tell the 3D card to skip rendering when all the pixels are drawn.

My request for EntityOrder with ZBuffer was to do something like this - it's faster to render an object in front then an object behind than it is to render an object behind then an object that is in front. It will still require some CPU time to order them, though - and it's no replacement for a 'real' occlusion system.