// Normal opaque objects are assigned bin 0.
//
// Random objects like trees may have transparency, but there are too
-// many to depth sort. By drawing them after the terrain we can at
-// least keep the sky under the ground from poking through.
+// many to depth sort individually. By drawing them after the terrain
+// we can at least keep the sky under the ground from poking through.
//
// Point lights blend with the terrain to simulate attenuation but
// should completely obscure any transparent geometry behind