On Mon, Oct 5, 2009 at 6:40 AM, Ben Sizer <[email protected]> wrote: > This is pretty awkward to implement, especially when characters move > around and change group. It's probably inefficient too (since I have > to interleave rendering of terrain with characters instead of being > able to do all of one and then all of the other). More efficient would > be a z-buffer based approach, but I am open to alternatives.
I agree with you fully on the depth buffer approach, which allows a single group, with height * depth z-layers. There was some discussion a while ago about adding a z-coordinate to all Sprites, but I don't think it was ever resolved. The easiest route would be to subclass pyglet.sprite.Sprite to add a z-coodinate, and override the rendering methods as necessary to set it. -- Tristam MacDonald http://swiftcoder.wordpress.com/ --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
