Thanks for answering, Ben. In my case, I haver retorted to try a brute force approach(sorting each sprite on a list, and drawing them individually) and see how my system handles it. Since I'm not big on tile based games, I won't have to redraw each piece of the map the characters might step into, and since I don't plan on having an insane amount of moving sprites on the screen(9 to 10, tops), that just might work; again, if my system can handle it(knock on wood).
Again, thanks for answering. On 7 oct, 02:01, Ben Sizer <[email protected]> wrote: > 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 -~----------~----~----~----~------~----~------~--~---
