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 --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
