+1 on adding an (optional) z coordinate to sprites, specifying z-index
explicitly for 2D games is pretty important methinks. Aside from being
able to leverage the depth buffer, you could also add functionality
renders sprites in depth-order when composing with transparency.

Also on a side note, last time I checked sprites used integer vertex
coordinates. That always seemed weird to me, as it doesn't allow
leveraging sub-pixel rendering and makes movement along oblique angles
inaccurate if you use the sprite coordinate as the authoritative
position. Is there a good reason for them to be integers, or am I just
smoking crack (again)?

-Casey

On Mon, Oct 5, 2009 at 6:01 AM, Tristam MacDonald <[email protected]> wrote:
>
>
> 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/
>
> >
>

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