Took me some effort, but I managed to implement Z-Buffering on my toy OpenGL ES 1.0 Common Lite implementation. The depth interpolation was a bit of a pain, but surprisingly, computing the normalized Z values for each vertex was the real chore here!

Also worth reminding that this is GL ES 1.0 CL, which is fixed-point exclusive (hence the imprecision overwall).

I also haven't implemented perspective correction yet.

edit: spelling