calculate average screen z depth of this triangle . this function requires that the vertex screen positions have been set vertex.poss . concode_field_sep GL_Vertex p1 concode_elem_sep float Zdepth concode_elem_sep GL_Vertex p2 concode_elem_sep GL_Vertex p3 concode_elem_sep GL_Vector uvw1 concode_elem_sep ArrayList neighborsP1 concode_elem_sep GL_Vector n concode_elem_sep int ID concode_elem_sep int materialID concode_elem_sep GL_Vector uvw3 concode_elem_sep ArrayList neighborsP3 concode_elem_sep GL_Vector norm2 concode_elem_sep GL_Vector norm3 concode_elem_sep GL_Vector norm1 concode_elem_sep GL_Vector uvw2 concode_elem_sep int groupID concode_elem_sep ArrayList neighborsP2 concode_field_sep GL_Vector getCenter concode_elem_sep GL_Vector recalcVertexNormal concode_elem_sep boolean onSameSurface concode_elem_sep GL_Triangle makeClone concode_elem_sep void recalcFaceNormal concode_elem_sep GL_Vector getWeightedNormal concode_elem_sep void resetNeighbors
void function ( ) { Zdepth = ( p1 . posS . z + p2 . posS . z + p3 . posS . z ) / 3f ; }