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Sep 11, 2013 at 16:14 comment added Justin Sorting by texture is an optimization. Sorting by depth is, as you describe it, a requirement. You optimized too early. Roll back your optimization, sort your draw calls in a way that gets the output you want, THEN optimize as necessary.
Sep 9, 2013 at 15:36 comment added Amit Assaraf This is the problem, I sort objects into one draw call according to which texture they use. so i have all objects that use texture id 1 in one draw call and so on. So that means all objects in a texture will have the same "Z" value because they are drawn together.
Sep 8, 2013 at 21:13 comment added Sean Middleditch ... why? You can sort your draw calls just fine, and switch the texture before each draw. Use bobobobo's excellent advice about texture atlases to avoid the overhead of texture/state changes.
Sep 8, 2013 at 19:04 comment added Amit Assaraf But the draw calls are per texture meaning i cant sort per object
Sep 8, 2013 at 18:15 comment added Sean Middleditch The part where you said you can't sort. Your description of why you said you can't makes no sense; your VBOs should only have 2D position coordinates since they're sprites, no Z values. Just sort your draw calls. Use matrices/shaders to alter the Z value of an entire individual game object (not the contents of a VBO) if you need it. Drawing sprites with translucency is an old, solved problem; bobobobo and I have told you how it's done in real, shipping, professional games.
Sep 8, 2013 at 13:27 comment added Amit Assaraf Prehaps you could simply tell me what is my misconception?
Sep 7, 2013 at 19:43 comment added Sean Middleditch Do not use that kind of language. You are doing things wacky and wrong. Simple. Your misconception about why you can't sort is just that: a misconception.
Sep 7, 2013 at 17:30 comment added Sean Middleditch There are zero good reasons why you should not be able to sort; if you think you can't, you must be doing something really wacky and unnecessary. There's no simple fix for "I did my whole rendering engine wrong."
Sep 7, 2013 at 15:14 comment added Amit Assaraf Also depth peeling seems like a lot of work for a simple 2D application. Still looking for an answer.
Sep 7, 2013 at 15:11 comment added Amit Assaraf Again, I cannot sort because of the VBO issue.
Sep 7, 2013 at 10:12 comment added Amit Assaraf I heared about depth peeling but I was told not to get into it if it's for a simple 2d application. Also I know about the fact that you can simply sort the objects and render back to front but it's impossible because of the way I render currently. Read above. And about you one before last suggestion, I'll give it a shot and report in.
Sep 7, 2013 at 4:39 history answered Sean Middleditch CC BY-SA 3.0