It’s looking like the standard depth buffer mode in renderer ignores actual placement (in 3D space) of Points (DX11 3D) and just looks at order or layers in group.
So, if I have a group with a cube in the first pin and an array of points in the second, it always looks like depth stencil mode is set to No Depth (in RenderState.) I can orbit around to where the cube should appear in front but the points are always on top.
Tired it with a particle system and everything looks great :D
confirmed. now i cannot explain why it was decided to be like that, but if you look inside the Point (DX11 3d) module you’ll see a RenderState node connected to the SelfAlign effect. if you remove that, it seems to work.
so probably best make a local copy of the module and modify it as needed.