Timeline for Trying to use stencils in 2D while retaining layer depth
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 23, 2018 at 19:11 | history | edited | Pikalek | CC BY-SA 4.0 | moved image to i.stack.imgur.com to prevent link rot |
| Jun 12, 2012 at 11:49 | answer | added | knight666 | timeline score: 2 | |
| Mar 9, 2012 at 0:33 | comment | added | Mike Cluck | When you say "start a new spritebatch" you don't mean you're making a new SpriteBatch instance, do you? Creating a new batch every time you draw something would slow down your game quite a bit. | |
| Feb 4, 2012 at 21:00 | comment | added | Nathan Reed | I don't know enough about XNA to post a real answer, but this seems suspicious: "when I end a spriteBatch...it flattens the current RenderTarget and there is no longer any depth sorting". This shouldn't be happening if the sprites are actually being drawn into the depth buffer (I'm assuming that's what "layerDepth" does); changing depth-stencil state needn't clear the depth buffer. So it might be worth looking into whether there's a way to change that behavior. | |
| Feb 4, 2012 at 20:29 | history | tweeted | twitter.com/#!/StackGameDev/status/165894741261684736 | ||
| Feb 4, 2012 at 18:17 | history | asked | Steve | CC BY-SA 3.0 |