to matthew:
i use glScalef for zooming but to calculate for example map borders
and mouse position i still need to use tile_size or the zoom level
respectively.

to alex:
actually the depth buffer idea just came up in irc and i'm on to
implementing it right now.
i dont know why i didnt think of it sooner... it's so damn simple...
why did i start ordering with OrderedGroups in the first place?? as i
understand it with using z coordinates in my vertex lists i can draw
in a correct order with the exact amount of state changes as with no
specific ordering at all.
i think this is the same level of issue as the blit_into idea for
animation that you pointed me to - i think i can really do this now!
anyway...
i changed some parts of my code, replacing 2d coords with 3d and batch
adding stuff like:
('v3f', [x1, y1, z, x2, y1, z, x2, y2, z, x1, y2, z])
later i think i should manually init the orthographic projection with
a call to glOrtho(0, width, 0, height, min_z, max_z) to overcome the
limitations in the default z levels from -1 to 1.
as i already figured it from the opengl docs i also have to call:
pyglet.gl.glEnable(pyglet.gl.GL_DEPTH_TEST)
pyglet.gl.glClear(pyglet.gl.GL_COLOR_BUFFER_BIT |
pyglet.gl.GL_DEPTH_BUFFER_BIT)

but i still have some trouble with drawing - everything gets a bit
messed up:
correct: http://tinyurl.com/6k4wer
broken: http://tinyurl.com/6jhfex

thanks a lot for all your help guys - without this help i would have
never come so far! i hope i can return the favor some day!
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