Josh wrote:
The issue is that sprites generally have some transparent areas. If you use depth buffering, whatever is behind the sprites will be written into those transparent areas, which will in turn mask every other sprite.

Yeah, depth buffering on its own doesn't really work when
partial transparency is involved. Translucent objects need
to be rendered back-to-front. I don't know whether Pyglet
provides any convenient way to achieve that, though.

--
Greg

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