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seen Jun 28 '13 at 3:23

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awarded  Notable Question
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awarded  Popular Question
Feb
24
accepted Defect in polygon sorting
Feb
24
comment Defect in polygon sorting
Thinking about it now, the group sorting idea can be restated by saying I'd assign sprites an index based on their collision group, then when sorting I'd sort sprites from different groups by texture and sprites from the same group by z-order. The overlaps(rhs) in my comparison method becomes overlapGroup == rhs.overlapGroup.
Feb
24
comment Defect in polygon sorting
I understand sorting the sprites within a group by z-order. For sorting the sprite groups could I, say, sort the groups whose sprites all come from the same texture and then leave the groups whose sprites come from different textures at the end?
Feb
24
comment Defect in polygon sorting
I'm actually generating atlases dynamically, up to the platform's maximum texture size. So what I'm really attempting to do here is handle the edge case where I have enough sprites that I end up with multiple atlases.
Feb
24
comment Defect in polygon sorting
"This seems contradictory? If they are all in a texture atlas, you don't need to swap textures to draw them." I meant sprites that come from different texture atlases.
Feb
24
comment Defect in polygon sorting
You suggested that after the queued sprites are sorted into collision groups, the groups would be sorted by texture. What if a group has sprites that come from different textures?
Feb
23
awarded  Teacher
Feb
23
answered What to consider when evaluating libraries/engines for making a game?
Feb
23
asked Defect in polygon sorting
Feb
23
answered Vertical vs horizontal hex grids, pros and cons
Jan
26
accepted Initializing a blank texture in OpenGL without artifacts
Jan
23
answered Initializing a blank texture in OpenGL without artifacts
Jan
23
asked Initializing a blank texture in OpenGL without artifacts
Jan
15
accepted Any drawback to using rectangular textures over square textures in OpenGL?