A idea for SDL

Hello,

any surface in screen have a X and Y coord. ?And a Z coord.?, Z can be the
deep of the graphic. More value, more deep; less value, less deep.

This can be used for set easily what graphic is up and down of others.

Nota: si alguien puede traducir esto mejor, que lo haga xD

This is only useful with graphics engines with Z buffering and/or Z
sorting with deferred rendering. SDL has neither, so there’s no where
to “plug in” Z coordinates. Objects rendered later in a scene end up
on top of others, simply because they overdraw what’s “under” them.

It would be quite easy to implement Z coordinates and Z buffering in
the glSDL backend, but that’s basically the exception that confirms
the rule; as opposed to most other backends/APIs, OpenGL supports
hardware accelerated Z buffering, and that’s the only viable way of
using per-pixel Z buffering for real time graphics.

//David Olofson - Programmer, Composer, Open Source Advocate

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http://olofson.nethttp://www.reologica.se —On Thursday 23 June 2005 09.37, ALTAIR - wrote:

Hello,

any surface in screen have a X and Y coord. ?And a Z coord.?, Z can
be the deep of the graphic. More value, more deep; less value, less
deep.

This can be used for set easily what graphic is up and down of
others.