LDPE's next version will replace the bulky raytracing implementation with an order-independent-transparency (OIT) approach.
Due to technical limitations this will be supported by the new OpenGL 3.3 based renderer, only.
Technical background: The older OpenGL 2.0 based renderer draws the LDraw part line by line and therefore OIT is not trivial/possible to implement.
The old renderer uses ray casting to calculate the resulting colour which has a very bad performance.
Nowadays, you could calculate this on the GPU... but GPGPU realtime ray-tracing is not the right choice for LDPE's technology stack.
Due to technical limitations this will be supported by the new OpenGL 3.3 based renderer, only.
Technical background: The older OpenGL 2.0 based renderer draws the LDraw part line by line and therefore OIT is not trivial/possible to implement.
The old renderer uses ray casting to calculate the resulting colour which has a very bad performance.
Nowadays, you could calculate this on the GPU... but GPGPU realtime ray-tracing is not the right choice for LDPE's technology stack.