In its current form, this inquiry is rather non-specific; an answer would require more specific info.
Apparently, MSFS SDK now offers an option to adjust
several parameters for "Draw Order" when working with Decals:
In addition, MSFS SDK requires
several additional considerations, depending on the object and Material types involved.
https://docs.flightsimulator.com/html/Asset_Creation/3DS_Max_Plugin/Materials.htm#draw-order
"
Draw Order
This value modifies the sorting order, and the value can range from from
-999 to 999. In the simulation, objects are sorted from back to front
using the mesh center. By "mesh center" we mean the actual mesh bounding box center,
not the pivot position itself (pivot position does not affect the draw order sort algorithm). As such, the
Draw Order parameter can be used to offset the distance used to sort the rendering order, for cases where the meshes center doesn't provide the correct order. This can be used to avoid rendering artifacts such as flickering when multiple transparent or decal material types are on top of each other in the rendered output. This parameter is effective for
Decal,
Glass and
Windshield materials. In the case of decals, the value strictly specifies the order in which decals are rendered, where a higher value will be drawn above and a lower value will be drawn below. In the case of Glass and Windshield materials, the value is added as an offset to the distance used to sort the objects for rendering."
IIUC, this equates to "Layers" in FS2Kx scenery content; but it is not clear this correlates with Z-sort "units" (
ex: mm).
IIRC, FS8 / FS9 had 'VTP Layers', but FSX MDLs did not have "Material Z-Bias Functionality" later added to P3D by LM.
AFAIK, Arno's MCX G-Poly Wizard uses a Z-sort offset in "units" to emulate FSX MDL Material 'layer' draw order
It is interesting seeing the "wiggle room" MSFS now offers for Z-sort offsets and/or layering compared to FS2Kx via a
Google search using these query strings may explain these considerations:
Code:
MSFS SDK material draw order site:devsupport.flightsimulator.com
FSX VTP layer count total
Regarding the "flickering" issue cited above, despite Google A.I.'s efforts to "blow smoke where the Sun don't shine" when it cites my topical discussions at FSDEV, I was fascinated to see this statement regarding something I do not recall ever reading before:
(Google query string as a citation for Googles statement, inferred in a context of content I had purportedly discussed):
Code:
site: www.fsdeveloper.com GaryGB 3D Direct3D Z-sort depth offset
"
The "Zero" Z-Bias Trap: When vertically layering distinct 3D models using actual Direct3D material sorting,
you cannot leave a layer's Z-bias at 0. Leaving layers unassigned causes the Direct3D pipeline to experience floating-point precision errors, leading to severe texture flickering or objects clipping beneath the terrain".
I learn new things from Google regularly, despite scanning FSDEV forums nearly daily for over a quarter of a "Century of Flight".
What
specific type of MSFS object is being referred to in the OP above ?
GaryGB