- * When using this mode depth test will be used. A depth clear will happen for each layer,
- * which means actors in a layer "above" other layers will be rendered in front of actors in
- * those layers regardless of their Z positions (see Layer::Raise() and Layer::Lower()).
- * Opaque renderers are drawn first and write to the depth buffer.
- * Then transparent renderers are drawn with depth test enabled but depth write switched off.
- * Transparent renderers are drawn based on their distance from the camera (painter's algorithm).
- * A renderers DEPTH_INDEX property is used to offset the distance to the camera when ordering transparent renderers.
- * This is useful if you want to define the draw order of two or more transparent renderers that are
- * equal distance from the camera.
- * Unlike LAYER_2D, parent-child relationship does not affect rendering order at all.
+ * This mode is designed for a 3 dimensional scene where actors in front
+ * of other actors will obscure them, i.e. the actors are sorted by the
+ * distance from the camera.
+ *
+ * When using this mode, a depth test will be used. A depth clear will
+ * happen for each layer, which means actors in a layer "above" other
+ * layers will be rendered in front of actors in those layers regardless
+ * of their Z positions (see Layer::Raise() and Layer::Lower()).
+ *
+ * Opaque renderers are drawn first and write to the depth buffer. Then
+ * transparent renderers are drawn with depth test enabled but depth
+ * write switched off. Transparent renderers are drawn based on their
+ * distance from the camera. A renderer's DEPTH_INDEX property is used to
+ * offset the distance to the camera when ordering transparent renderers.
+ *
+ * This is useful if you want to define the draw order of two or more
+ * transparent renderers that are equal distance from the camera. Unlike
+ * LAYER_UI, parent-child relationship does not affect rendering order at
+ * all.