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Proposed fix for #2885! Someone with
gl_FragDepthEXT
experience should review this, as I actually haven't messed with that extension before.The basic idea is to push the Z values of the fringes of points, since they have low alpha values, towards the back of the current frustum. That way, nearby objects have a better chance of winning any Z battles with those fringes.
I haven't done extensive testing on this, actually I just thought of it about an hour ago. If it seems to work well, we might look for additional uses, for example the fringes around labels.