On Oct 7, 2:59 am, Alejandro Castellanos <[email protected]>
wrote:
> Ben, I just checked your zsprite in the example that you posted the
> link to, and was came away very interested, and not to be the slow one
> here, but how exactly does it work?

Basically OpenGL is a 3D system. In 2D mode you normally just use 2 of
the coordinates, X and Y, to plot your graphics. But there is a 3rd
coordinate Z which is the axis going into or coming out of the screen.
All I've done is give certain sprites smaller values of Z to make them
effectively further away, and the OpenGL depth buffer does the hard
work of remembering what Z values a previous sprite used and deciding
which parts of new sprites can be drawn based on that.

I picked the values of Z based on the row the tile was in, but you'd
have to decide how to do this for your own app.

(However, see Brian Fisher's note about alpha - anything with partial
alpha values still need to be rendered back to front for correct
results. If you have a lot of blending then this system may not help
you.)

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

Reply via email to