Shockwave3D (S3D), despite a number of advantages such as delivery on the Web
and small plug-in size, suffers from a few disadvantages in terms of its
architecture. One of the "classic problems" with regard to the way S3D is
built is the inability of the developer to manipulate exactly when objects
are drawn to the screen, or more correctly the order in which they are drawn
to the screen. This is in contrast to almost any traditional C or C++
graphics engine on the market today, which since they are written directly
against DirectX or OpenGL can simply order the calls to the various draw
commands to make sure that certain objects are drawn before or after others.
This technique is commonly used, for example, to make sure that skyboxes draw
before any other objects in the scene, or to ensure that the Heads-Up Display
that features the player controls are always drawn ... (more)