On Oct 3, 10:26 am, Florian Bösch <[email protected]> wrote:
> On Oct 3, 12:18 am, Ben Sizer <[email protected]> wrote:> Am I right in 
> thinking there is no explicit depth-buffer support in
> > pyglet?
>
> I've got no idea what you mean by "explicit depth-buffer"

I mean explicit support for the depth buffer, not support for an
explicit depth buffer (whatever that may be!)

> However, you could enable depth tests and give your sprites different
> Z values to get opengl to draw some on top of others.
> You could use ordered groups if that fits your fancy.

Basically I'm asking if someone has done this already - I am not
familiar enough with how to write my own groups or how to hack the
pyglet sprites to get them to use a z-value. I can enable the depth
buffer and testing without a problem - the issue is how to get
pyglet's sprite system to make use of this.

> You could write a vertex shader that derives the Z value from they Y
> value, thereby making unecessary to maintain Z yourself (assuming you
> mean ordering by Y
> You could setup a slightly skewed orthographic projection where the Y
> component would contribute to the modelview transformed Z

This is all a bit complex for me, unfortunately. I just want to be
able to render a sprite using the normal pyglet calls with an
arbitrary z value of my choice, no shaders or custom projections. Can
you or anybody else suggest a method for me to be able to do this?

--
Ben Sizer

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