problem with simple depth-sorting: objects that cross the same Z plane
draw back to front, one right over the next
usually scan-converted, but it doesn't have to be.
BSP trees handle this
some can be solved by more careful sorting; some
example of a
cycle; no correct drawing order!
O(dxy), where d is the depth complexity at each point
use: whenever you lack a Z buffer, and have convenient access
to a depth-ordered list.
coherence: object coherence
scene footprint: total
memory footprint: one object at a time
preprocessing: creating the BSP tree or some other sorted list
clipping: not done
transparent object support: with A-buffer, sure.