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Order of sprite renderings... #180198
01/27/08 19:45
01/27/08 19:45
Joined: Sep 2003
Posts: 353
Mahonroy Offline OP
Senior Member
Mahonroy  Offline OP
Senior Member

Joined: Sep 2003
Posts: 353
Hello, been working on a 2d sidescroller (mario type game), and ran into a little issue. Everything in the world is made out of sprites that are 16x16 pixels (ground, the player, props, etc.). What I wanted to do was things that are behind the player such as a bush or a fence post for example, I moved it back 1 quant, so the player will be rendered ontop of it.

Well anyways this doesn't work out so well, half of the bush for example the player will be infront of, and the other half the player will be drawn behind it. Does anyone know why this is and how I can get around this? Even when I move them as far as 5 quants back, sometimes the player still gets drawn behind the sprite!

Oh also, all of the sprites are oriented so its not like they are rotating by themselves with respect to the camera movement.


NATIO Released! Check it out at http://mahonroy.home.comcast.net/natio.htm -Matt AMD 1.2 Ghz Thunderbird 512 Meg Ram GeForce 2 Ultra 64 Meg DDR Using A5 Professional
Re: Order of sprite renderings... [Re: Mahonroy] #180199
01/27/08 21:28
01/27/08 21:28
Joined: Dec 2003
Posts: 129
Osnabrück, Germany
Ready Offline
Member
Ready  Offline
Member

Joined: Dec 2003
Posts: 129
Osnabrück, Germany
TGA images?


Do not underestimate people because they have a low post count... :0
Re: Order of sprite renderings... [Re: Ready] #180200
01/27/08 22:29
01/27/08 22:29
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
did you set the right euler? because by default sprites rotate to the camera...
and if you use tga images, it may render the images in the wrong order. You can avoid this by using the z-sort shader from the gs-wiki.


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