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fixed render order to be back-to-front for correct blending
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@@ -133,7 +133,7 @@ impl RenderContext<'_> {
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let world_space_point = Point3::from(global_position);
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let view_space_point = view_matrix.transform_point(&world_space_point);
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RANGE_CENTER.saturating_add_signed(-(view_space_point.z * GRANULARITY) as i64)
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RANGE_CENTER.saturating_add_signed((view_space_point.z * GRANULARITY) as i64)
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}
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}
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