Hi, that would be probably the best.
But to be honest i still have some unexpected resoults when i mix
batch_groups and z-depth. On the other hand if users will go with the basic
-1,1 range of depth they have to remeber to set subpixel=true for each
sprite at the creation stage.
Unfortunately it looks that it is quite tricky to use it right now

Pt., 5.04.2019, 08:05 użytkownik Benjamin Moran <[email protected]>
napisał:

> Hi Marcin,
>
> This is mostly because of how z coordinates are handled in OpenGL being
> opposite from what you might expect.
> At the moment, I don't plan to merge this in (because of the blending
> hurdles mentioned earlier in this thread).
>
> Maybe we could leave the ZSprite class in the examples folder in the
> repository? That way it's available for those
> who want it, and understand the tradeoffs.
>
>
> On Sunday, March 31, 2019 at 7:36:03 AM UTC+9, Marcin wrote:
>>
>> *when i have used the standard version it was opposite
>>
>> W dniu sobota, 30 marca 2019 23:35:05 UTC+1 użytkownik Marcin napisał:
>>>
>>> Good Afternoon,
>>>
>>> When i use the "new" sprite.py the Z ordering works nice.
>>>
>>> One change that i have noticed  is that batch groups are drawn from
>>> bigger number to lower (when i have used . Do you plan to keep this that
>>> whey in the future versions?
>>>
>>> [image: Przechwytywanie.PNG]
>>>
>>>
>>>
>>> W dniu środa, 6 lutego 2019 02:46:19 UTC+1 użytkownik Benjamin Moran
>>> napisał:
>>>>
>>>> Sorry for the very late reply. I just realized I never got back to
>>>> this.
>>>> In case you're still interested, the line you're looking for is:
>>>>
>>>>         gl.glOrtho(0, max(1, width), 0, max(1, height), -1, 1)
>>>>
>>>> At the end, the -1, 1 is responding to the z depth. You can change
>>>> these values to something higher, like 255.
>>>>
>>>>
>>>> On Saturday, December 8, 2018 at 9:46:29 PM UTC+9, Darth Dan wrote:
>>>>>
>>>>> Yeah, looks about right when I divide my Z with a large enough number.
>>>>> Except that it also seems to be functioning in reverse, but that's
>>>>> easy to fix.
>>>>>
>>>>>     def on_resize(self, width, height):
>>>>>         """A default resize event handler.
>>>>>
>>>>>         This default handler updates the GL viewport to cover the
>>>>> entire
>>>>>         window and sets the ``GL_PROJECTION`` matrix to be orthogonal
>>>>> in
>>>>>         window space.  The bottom-left corner is (0, 0) and the
>>>>> top-right
>>>>>         corner is the width and height of the window in pixels.
>>>>>
>>>>>         Override this event handler with your own to create another
>>>>>         projection, for example in perspective.
>>>>>         """
>>>>>         viewport = self.get_viewport_size()
>>>>>         gl.glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1]))
>>>>>         gl.glMatrixMode(gl.GL_PROJECTION)
>>>>>         gl.glLoadIdentity()
>>>>>         gl.glOrtho(0, max(1, width), 0, max(1, height), -1, 1)
>>>>>         gl.glMatrixMode(gl.GL_MODELVIEW)
>>>>>
>>>>> Unfortunately this gives me very little info as I never worked with
>>>>> OpenGL before in my life let's see if I can finc anything on it in the
>>>>> internet though. window._init_.draw() method only has X and Y coordinates
>>>>> as args, is that correct?
>>>>>
>>>> --
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