Am I right in thinking there is no explicit depth-buffer support in pyglet?
I have a tile-game which has some raised tiles which obscure the tile behind them. I was hoping to be able to render the ground tiles as Sprites, and then the character Sprites on top. But this won't work when the character is behind the raised tile as they just get drawn in front of that tile. It doesn't lend itself well to a simple layers scheme as I would need 2 layers per row of tiles, one for the tiles and one for the characters. On a big map that would be awkward and maybe slow. The quickest way to do this both in terms of code and in rendering speed would probably be to have Z values for the tiles and characters. But I can't see any easy way of doing this. Does anybody have any suggestions? Perhaps there is code for a custom Group class to do this? -- Ben Sizer --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] 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 -~----------~----~----~----~------~----~------~--~---
