   Rasterizing Question..... (manage ZDepth)
  Hello ...I'm currently developping a part of my engine whichh simply display a 2d Quad on the screen.In order to manage the way the quad overlap each others, they store a Z Value that define their own depth information.The problem is that those quad use Texture with alpha channel so i cannot use Z-Buffer.I was planning to sort, before the render, each quad from back to front ( kind of painter algorithm ).And then, if each quad are stored in different vertex buffer and are then render "sequentialy" everything work fine ....But, in order to save DrawCall and BufferSwitch, i decide to store them in a single VertexBuffer.So my question is:If i sort the quad and THEN store them in a single vertex buffer, and made in single call for draw the whole, does my quads will be displayed with the good ZOrder ?? I mean does vertice a rasterized in the same order as they are stored in the VertexBuffer ??By now i'm working with DirectX, but my question goes for any kind  of API ...Thanks a lot ....   
  yes.   