It depends on a specific interaction between what pixels the GPU chooses to shade and a count of the number of pixels shaded so far.
If it weren't for that, the final outcome as expected by the API is that the very last triangle is the only thing visible.
It's not clear why Vega's method, which could skip the trick they are using, should behave the same. Technically, the final result of only showing the last triangle is equivalent.
Twitchy graphical bugs due to timing issues not fully isolating interacting primitives are not unheard of, and such glitches usually get bug-fixed by developers.
If it weren't for that, the final outcome as expected by the API is that the very last triangle is the only thing visible.
It's not clear why Vega's method, which could skip the trick they are using, should behave the same. Technically, the final result of only showing the last triangle is equivalent.
Twitchy graphical bugs due to timing issues not fully isolating interacting primitives are not unheard of, and such glitches usually get bug-fixed by developers.