how to implement opengl es 2.0 2D scene zOrdering? -
I want to present a 2D view using OpenL ES 2.0. In this scene I have to have a set of sprites (quads) to present. I'm using physical projection. I want every phantom to get some z-values that will determine whether it looks front or back or not. But if I want to present sprites not in the z-value order, how can I still get z-ordering?
Despite the fact that you have an ortographic projection, 3 dimensions are still there to make sure that the closest And forge values include your items, and remember to enable depth testing. Then you can replace all your 2D coordinates with the appropriate 3D coordinates.
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