@alex
can you point me to some examples of this tricks or keywords i can
google? from the opengl docs i read that the alpha blending is only
correctly applied when the background is drawn before the alpha
channel foreground is.
well the terrain itself is only solid 32x32 pixels but i dont know of
any map object that doesnt have a transparent or half transparent
(shadow) area.

@tristam
terrain layer actually is only one group as it is flat.
well i dont understand how one could draw things with only 2-3 groups.
imagine a texturegion from texture A being one map object and a
texture region from texture B being another object. in some cases A is
dawn in front of B and in other cases the other way round. this is why
i have a parent ordered group for all the texture groups.
this is also the reason why i just cant order all texture regions from
texture A, draw them, order those from texture B and draw them too.
this way incorrect ordering in some cases would be the result. maybe A
is correctly drawn in front of B in the first case but in the second
it was supposed to be the other way round and this is why i order
them.

actually the ordering is done in a very simple way: the higher the y
coordinate of a map object the higher the order, so that objects are
drawn from top row to the bottom and hence correctly overlap.

i also though of a more optimized way to assign ordering. i could do
some heavy math on resource loading and analyze all neighbors of an
object. if there is one in front of it AND their boundaries actually
overlap, then give this object a higher ordering than the tested one.
this would result in a kind of tree structure and probably in overall
less groups. i dont do this because of two reasons: first this would
be really resource intensive and second and most important - map
objects change places so that these orderings would change even after
the resource loading and this combined with the testing of neighbor
objects boundaries math involved would probably be overkill too.
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