On 04/12/2008, at 6:39 AM, josch <[EMAIL PROTECTED]> wrote:
> > @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. See glBlendFunc. Alex. > > > @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. > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to pyglet-users@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---