How I would have to proceed to render a Delaunay 3D triangulation ? I'm getting glitches in the edges... and its normal given that there are three facets colliding there, so three values of normals around the edge. I need a triangulation because I'm working in a cristal look with transparency and inner facets so convex hull is not enough.
My actual attempt is sort the triangles in camera axis:
Sort facets in camera axis to avoid glitches on edges works