When I'm implementing my own renderer module, it seems that all the quad's Z value are 0.
I did some tracing, setTranslation() and appendGeometry() always pass me something with Z equal to 0. It seems that the function that pass me the vertex/vector are hard-coding the Z value to 0, they are from Window::updateGeometryRenderSettings() and Imageset::draw() respectively.
Am I suppose to u use what I get from these functions or there is another way to figure out layering?
I'm using 0.7.0.
Z value of all the quads
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Re: Z value of all the quads
Hi,
There is no concept of a 'z' coordinate within the middle and upper layers of the API (it's 2D), the use of z in earlier versions was a definite mistake and was totally buggy anyway. The geometry that comes from within the system is always given in the correct order for back to front rendering; this is true for the actual geometry sent to geometry buffer objects as well as the order that geometry buffers are put into the rendering queue's.
CE.
There is no concept of a 'z' coordinate within the middle and upper layers of the API (it's 2D), the use of z in earlier versions was a definite mistake and was totally buggy anyway. The geometry that comes from within the system is always given in the correct order for back to front rendering; this is true for the actual geometry sent to geometry buffer objects as well as the order that geometry buffers are put into the rendering queue's.
CE.
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