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d3d_entsort for Z #406701
08/27/12 15:01
08/27/12 15:01
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
hi Staff ^^

I´ve a problem with my game..
I´m creating Modeltiles on the X/Y plane - And above this plane, i add a second one with a Fog-of-War Shader.
Problem:
Every 32Bit Sprite, texture, ...etc is shining through the black fog..
problem is the entity sorting.
A user of the Forum advised me to ask for an upgrade of the d3d_entsort, to be able to sort the Z direction too.
like

d3d_entsort = 3; //Sort ents on Y
d3d_entsort = 4; //Sort ents on Z


any chance to get something like that in one of the next updates?

grin


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: d3d_entsort for Z [Re: Espér] #406702
08/27/12 15:14
08/27/12 15:14
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
This is rather pointless, because d3d_entsport = 2 sorts entities by their XY-distance to the camera. So, it would be the easiest if you would flip/rotate your game world instead to take advantage of that.

Re: d3d_entsort for Z [Re: HeelX] #406703
08/27/12 15:25
08/27/12 15:25
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
the problem is..
my complete movement, battle, digging, building and random-placer codes are based on a XY plane.. changing all of them.. is not really what i want..c ause i´m working since A6 for that game.. and i really don´t want to waste more time than needed..

So.. i can wait for a Z Sorting system, cause we are redoing the mapping system at the moment. But changing all of the codes just cause Z sorting is not supported.. is not really fun and easy (i really don´t know if i can recode everything working smirk )


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: d3d_entsort for Z [Re: HeelX] #406705
08/27/12 15:37
08/27/12 15:37
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
GS has it's reasons to use Z as the height axis. Why lever out this principle as a workaround to use an engine feature which can easily be implemented by the engine-developer in another variation which allows to stay with the system's philosophy?
Also flipping axes for an whole project will certainly introduce more work than to be expected first. And again, it would only be a workaround.

Re: d3d_entsort for Z [Re: Hummel] #406744
08/28/12 14:51
08/28/12 14:51
Joined: Jul 2000
Posts: 28,028
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,028
Frankfurt
Ok, we'll implement sorting entities by z only.


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