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Best way to do pixel calculations

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@Oisker wrote:

Sorry the title isn't very helpful, I'm not sure how to summarise this question well.

I've been working for a while on trying to draw some 2D objects such that they're correctly ordered in regards to the camera perspective. After tearing my hair out over it for a couple of weeks I've realised the least complicated way to do it is for each pixel of a texture to be assigned a value based on some other properties of the object the texture belongs to, and then for every pixel in the same location, the one with the highest value is chosen to be rendered.

What would be the most efficient way to do this, assuming there is one? Would using shaders/buffers or something along those lines be a good idea? Honestly I feel like I should be getting this easily, but at this point my brain is pretty fried.

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