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> > Something similar happens in a lot other hardware as well, and you can solve > it > > by using a z-buffer for just the sprites (optimise it so it only kicks in when > > needed and it will usually not impact performance much at all). > > But it's not just a case of sprites obstructing other sprites or causing them > not to get drawn. They actually appear over sprites that have a higher > scroll-plane priority. It seems like z-buffering would need to take into account > the plane tiles as well. > > I really should investigate the Genesis again to see what actually happens. I > think Charles has some documentation on his site.
That would be a bit trickier, yes, but you could still handle that with back-to-front drawing. If rendering speed is the goal and this trick isn't used often, back-to-front rendering will still be faster.
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