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Questions tagged [draw-order]

For questions pertaining to the order in which sprites, tiles or other graphics are rendered.

0 votes
0 answers
297 views

I am using OpenGL to render sprites, using an orthographic projection. Each sprite has a position: (x, y, ...
Eilan Laken's user avatar
0 votes
0 answers
69 views

Recently, I have been working on a small "pet-project" of mine in C using the SDL library. I have noticed that without my render-calls, my project takes up 2% of the CPU and with the render-...
Renadil's user avatar
0 votes
1 answer
152 views

I would like to change the layer depth of objects, so that the player can go behind them. Right now it looks like this when the player is behind the object: The problem is that the layer depth doesn'...
Kuvaitt's user avatar
0 votes
1 answer
407 views

I'm encountering a design challenge while developing my 2D C++ OpenGL engine. I'm using a batching technique for rendering my drawable objects, and I want to ensure they are drawn in the same order ...
DDD's user avatar
  • 11
0 votes
1 answer
970 views

I'm writing my own 2D engine using MonoGame and I want to be able to draw 2D primitives (using DrawPrimitives) along with sprites using SpriteBatch. But when I draw them, the primitives are always ...
DragonSpecter's user avatar
0 votes
1 answer
2k views

I'm trying to create an isometric tilemap world in Godot 4 beta 4. The world is made of blocks on top of each other where for every Y level (thinking the world like if its in 3D coords) there is a ...
Crih.exe's user avatar
  • 111
0 votes
1 answer
48 views

What will happen if I intend to display the hidden surface after clearing the window, draw the game objects, and then display the window again? Am I watching the drawing process of the objects? Is ...
Đạt Phạm's user avatar
0 votes
0 answers
26 views

I have a top down Tiled map, and I would like to extract every single tile from the map and set z order layer according to the Y position they have, I have already found the way to have every single ...
Amedeo Braggio's user avatar
1 vote
0 answers
697 views

I am working on a 2D shmup that requires rendering thousands of animated bullets and animated medals on screen at the same time. I use a standard pooling method to activate and deactivate these ...
DyingIsFun's user avatar
  • 1,337
1 vote
1 answer
421 views

Say you're rendering a 2D top-down tile map and there are some objects in the tile map that the player should be "in front" of when below them, and "behind" when on top of them. ...
Ryan Peschel's user avatar
2 votes
1 answer
4k views

I am using Unity 2019 with the Universal Render Pipeline. I have a canvas that is using Screen Space - Overlay render mode. I cannot change my render mode to Screen Space - Camera, because it is not ...
Evorlor's user avatar
  • 5,881
0 votes
1 answer
131 views

How do I make the non-sprite (BasicSpellProjectile) render in front of the sprite (Tower 2)? Note: The camera is located at z=-10. The z positioning apparently ...
Sebastian Nielsen's user avatar
1 vote
1 answer
244 views

I'm developing a game to learn more about Java, and I've run into a problem: My character (the guy) moves, but I can not figure out how to automatically change the order of how the sprites are drawn. ...
Aubrey Champagne's user avatar
2 votes
2 answers
598 views

Hi recently i am trying to implement z ordering system into my directx framework. So every object will have z order property(int), and this value will have higher priority than depth checking for ...
KIM CHANGJUN's user avatar
1 vote
2 answers
3k views

I'm using LWRP in Unity 2019.1.12f1. The UI is in Screen Space - Camera. The shader used for the particles is Lightweight Render Pipeline/Particles/Unlit (Transparent, Premultiply). Any ideas?
mr-matt's user avatar
  • 2,779

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