Inspired by the last video I posted on this blog, the idea of using z-buffers was knocking me on the back of my head. If I could use a depth buffer, I realized, I wouldn't have any issues with depth sorting ever again, and it would solve all of my problems, and some more.
It also occurred to me that I could, with some clever and heavy caching, have a very reliable and fast depth buffer in Flash, and it would also be infinitely easier to do it in Flash than it would in XNA. (This will certainly be the topic of a future post.)
This resulted in me moving away from XNA and back to Flash. There were other reasons, though, as I'll explain shortly.
So here's a short video showing the pixel-perfect depth buffer running in Flash. It's running at rock solid frame rates, even though it's grossly naive and unoptimized. This is an excellent sign!