Hmm... does the TAnimatedSprite's Z property do anything?
In my game, a character is a set of different sprites put together. to get this working in UndelphiX, all i had to do, was to adjust the sprites Z-property so that a character standing behind another actually WAS behind it. this does somehow not work in Phoenix2D.
Mind explaining how Z-Buffering works here?
Example:
Body1:= TBody.Create(...);
Body2:= TBody.Create(...);
Body1.Z:= 0;
Body2.Z:= 1;
Body 2 is in front
then i tried
Body1.Z:= 1;
Body2.Z:= 0;
Body2 is still in front.
What is more is that i have to have different parts of a character on different layers, because one layer only takes one image (one layer for bodies, one for suits, one for hair, etc). this also ****s stuff up when to characters walk through eachother, and hair is ALLWAYS printed on top of bodies, unrelative to anything.
This on top of the Z-Buffering problem is giving me a headache.
Why not let EACH sprite have the ability to have its own image? I tried implementing that myself, but couldnt figure out how rendering and such works with openGL, so i gave up...
Pls Help?
Besides this, the engine is brilliant
Bookmarks