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| DXMeshGeometry3DSortTrianglesByCameraDistance Method | 
            SortTrianglesByCameraDistance method sorts the triangle indices so that the triangles are sorted by camera distance -
            triangles that are farther away are rendered first.
            After sorting indices, the 
Update(Boolean) method needs to be called to update the DirectX buffer.
            When using this method it is highly recommended to set 
CreateDynamicIndexBuffer to true.
            See remarks for more info.
            
 Ab3d.DXEngine.Wpf (in Ab3d.DXEngine.Wpf.dll) Version: 7.1.9105.2048
 Syntax
Syntaxpublic bool SortTrianglesByCameraDistance(
	Vector3 cameraPosition,
	Matrix meshWorldTransformMatrix,
	bool transformCamera,
	bool updateDirectXBuffer = true
)
Parameters
- cameraPosition  Vector3
- position of the camera
- meshWorldTransformMatrix  Matrix
- world transformation matrix
- transformCamera  Boolean
- when true, then the camera's position is transformed by inverted world matrix (recommended when object's world transform is changing); when false the original camera position is used but all the positions are transformed by the world transform (recommended when the object's world transform is not changing)
- updateDirectXBuffer  Boolean  (Optional)
- when true (by default) then this method also calls Update(Boolean) method to update the DirectX index buffer
Return Value
Booleantrue if triangle indices array was changed
 Remarks
Remarks
            SortTrianglesByCameraDistance method sorts the triangle indices so that the triangles are sorted by camera distance -
            triangles that are farther away are rendered first.
            
            When the updateDirectXBuffer parameter is set to true (by default) and when the sort order was changed, then the Update(Boolean) method is called to update the DirectX buffer.
            
            When using this method it is highly recommended to set CreateDynamicIndexBuffer to true.
            
            When the objects' world transformation is usually changed, then it is recommended to call this method with transformCamera parameter set to true.
            This transforms the camera's position by inverted world matrix and does not require to transform all positions.
            When objects' world transformation is not changed, then it is recommended to set transformCamera to false.
            This transforms all positions by world transform once and does not require to calculate the inverted world matrix.
            
 See Also
See Also