Frak...

Now I understand the problem...and it is EXACTLY the one problem that
I'm having just right now. I created a topic that somewhat treaded the
same grounds as these, but I was trying to use ordered groups.

Crap, this means things are way more complicated than I thought.

There go my rpg aspirations. I'll have to settle with sidescrollers or
fighting games, then...

Or maybe I'll keep hacking at the ordered groups, who knows.

On 5 oct, 09:45, Casey Duncan <[email protected]> wrote:
> +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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