coplanarTieBreak property

bool coplanarTieBreak
getter/setter pair

Whether exactly coplanar surfaces of different materials resolve to a stable winner instead of flickering (z-fighting).

Each material without an explicit Material.depthLayer gets an automatic rank from its creation order, and each instance one from its position, and is pushed back from the camera by up to half a pixel of its depth slope by rank, so overlapping faces in one plane stop trading pixels as the camera moves. Positive layers always draw over every rank. The rank is arbitrary, so an overlay that should show can end up consistently hidden, and surfaces a sliver apart (a road a centimetre above the ground, far off) can swap. Prefer fixing the overlap or setting depthLayer, and use this as a safety net for generated content. Experimental. Defaults to false.

Implementation

bool coplanarTieBreak = false;