On Tue, Oct 28, 2008 at 10:24 AM, Kai Sterker <[EMAIL PROTECTED]> wrote:
> It's kind of a situation where I am too blind or too narrow-minded to > see the solution. Which is kind of bad if there is no one else to look > at stuff and possibly see the obvious flaw at a glance. Therefore I'd > be really glad if somebody did look :-) Over the last two days, I had some discussions with Rian on #adonthell. He suggested a method that involves calculating the distance of each object from the camera plane and than sorting by that distance. It's a nice, algorithmic solution, the intermediate result of which you can find in CVS. However, it turns out that it isn't perfect either. There's something I observed today, that might offer a way forward: with our isometric view, I chose a camera plane whose normal vector is (0, -1, -1). It appears to give best results when sorting flat objects against non-flat ones. I then tried the normal vector (0, -1, 0) and it seems to perfectly sort non-flat tiles, whereas (0, 0, -1) works perfectly for flat ones. The question is, whether there is a way to combine the result of the last two (or possibly of all three) into what would be the final drawing order. I'll keep pondering that question, but any further insight is welcome. Feel free to play around with the new code too. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel