On 04/12/2008, at 1:50 AM, josch <[EMAIL PROTECTED]> wrote:

>
> actually as alex said this problem is not solvable with setting the z
> coordinate and using depth because for the alpha to work when using
> depth the objects have to be rendered in the correct order - and i'm
> back to my original problem. :(

Don't be quite so ready to abandon the depth buffer.. There are lots  
of tricks around, as this is the technique used to render commercial  
games ok modern hardware.

 From your screenshots of the tileset, it doesn't look like there's a  
huge use of alpha-blending needed, just alpha-testing. If you have  
some alpha-blending to do (like smoke or water), do this in a seperate  
pass. Even if there is still a lot of blending needed, you may be able  
to change the blend function to one that is commutative.

Alex.

>
>
> i'm currently trying to use cython to do opengl calls - maybe i can do
> my own subset of pyglet batch/vbo implementation in cython and this
> will speed things up enough...
> >

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