@TomF Hi! Apologies for the ping, I thought you might find this interesting?

I was thinking last night about the limitations of sprite stacking, and then somehow connected that to your three-shears rotation article, did a Queen's Gambit Ceiling Adventure with a Rubik's cube, and ended up with this!

https://www.shadertoy.com/view/7cj3R1

(Mouse drag to rotate manually)

I'm just using 3 shears on each axis, which it turns out people discovered decades ago, but I reckon it's due for rediscovery.

@TomF Unfortunately it loses the lovely three shears property that no pixels flicker in and out of existence since voxels are all retained but can be sorted behind each other, however with an iso projection you'd be able to keep that for particular combinations of faces and axes, eg the car roof and bonnet in a mostly flat iso racer.

@Farbs Oh that's very clever.

The thing I still can't get my intuition around is the fact that it's volume-preserving. I mean obviously it MUST be volume-preserving, because it's the exact same number of pixels/voxels. But it doesn't feel like it should be without a lot more work.

@TomF Yes, this a thousand times! They all just kinda wiggle their way around each other to where they want to be. It's ridiculous.