you would not need the ordered group if you used a depth value though 
right? because that value between 1 and 0 would determine the order?

On Sunday, November 1, 2015 at 8:42:28 PM UTC, [email protected] wrote:
>
> You can still batch render the sprites using vertex lists, though I don' t 
> think pyglets built in Sprite class supports Z coords.
>
> import pyglet
> from pyglet.gl import *
>
>
> class Example(pyglet.window.Window):
>     def __init__(self):
>         super(Example, self).__init__(640, 480, resizable=False, 
> fullscreen=False, caption="Example")
>         self.clear()
>
>         self.render = pyglet.graphics.Batch()
>
>         self.texture1 = pyglet.image.load('sample.png').get_texture()
>         self.texture2 = pyglet.image.load('sample2.png').get_texture()
>
>         self.images = []
>  
>         self.images.append(self.render.add(4, pyglet.gl.GL_QUADS, group(1
> ),
>                 ('v3f',((16),(16),0.999996, 32+(16),(16),0.999996, 32+(16
> ),32+(16),0.999996, (16),32+(16),0.999996)),
>                 ('t3f',(self.texture1.tex_coords))))
>
>         self.images.append(self.render.add(4, pyglet.gl.GL_QUADS, group(2
> ),
>                 ('v3f',((32),(32),0.999995, 32+(32),(32),0.999995, 32+(32
> ),32+(32),0.999995, (32),32+(32),0.999995)),
>                 ('t3f',self.texture2.tex_coords)))
>
>         pyglet.clock.get_fps()
>         self.fps_display = pyglet.clock.ClockDisplay()
>         pyglet.clock.schedule_interval(self.update, .01)
>
>
>     def update(self,dt):
>         self.draw()        
>
>
>     def draw(self):
>         self.clear()
>     #enable depth sorting
>         glClear(GL_DEPTH_BUFFER_BIT)
>         glEnable(GL_DEPTH_TEST)
>     #bind textures for rendering batch(s)
>         glEnable(GL_TEXTURE_2D)
>         self.render.draw()
>         glDisable(GL_TEXTURE_2D)
>     #disable depth sorting
>         glDisable(GL_DEPTH_TEST)
>
>         self.fps_display.draw()
>
>
> class group(pyglet.graphics.OrderedGroup):
>     def set_state(self):
>         if self.order == 1:
>             glBindTexture(GL_TEXTURE_2D, window.texture1.id)
>         if self.order == 2:
>             glBindTexture(GL_TEXTURE_2D, window.texture2.id)
>
>
> if __name__ == '__main__':
>     window = Example()
>     pyglet.app.run()
>
>
>

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