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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