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Z-order
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==Use== Typically, users of a GUI can affect the Z-order by selecting a window to be brought to the foreground (that is, "above" or "in front of" all the other windows). Some [[window manager]]s allow interaction with windows while they are not in the foreground, while others will bring a window to the front whenever it receives input from the user. It is also possible for special windows to be designated "always on top"; these are then fixed to the top of the Z-order so that (with few exceptions) no other window can overlap them. When dealing with visual objects on a computer screen, an object with a Z-order of 1 would be visually "underneath" an object with a Z-order of 2 or greater. This is the same as making "layers" of objects where the Z-order determines what object is on top of another. An HTML page can use [[CSS]] to specify the Z-order so that some objects can be layered over others. Z-ordering is also used in 3D applications to determine object visibility based on overlap from other objects. This confers a speed advantage to the user as the computer does not need to render unseen objects.<ref name="CGGraphics"/> In practice, of course, some objects may be only partially obscured, and this is a complication that must be taken into account. In early real-time 3D graphics, Z-order was applied on a per-polygon basis to avoid using Z-buffer, which was considered expensive at the time. In modern 3D graphics, Z-order is used for order-dependent rendering, for example with semi-transparent objects. It can also be used to reduce the problem of [[Z-fighting]], by either rendering farther objects first and then using weak inequality as the depth test or, conversely, rendering front-to-back and using strict inequality.
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