look at those conveniently drawn splitting planes
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BTW, a classic trick for this is to "sort" each scanline of each sprite separately, & sort by height-above-ground.
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Ground tiles have 0 height per scan & most sprites the scanline height-above-ground is their dy from base.
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is this for depth-sorting? I tried to figure out the "right" way to do this and ended up with topological sort
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(i.e for all pairs of overlapping-in-screenspace objects, determine which of the 2 is in front, then...
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...you have a directed graph that you can topological sort.)
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but sadly, IIRC, you still need to deal with cycles (by eg splitting a sprite into 2)
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also, I think
@andrewtraviss had a great depth-sorting solution but I could never understand it ;) -
yeah, I solved this problem in AS3, using a comparison sort. Broke each object into iso squares.
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Are you doing the same operation for the final card-type merge as for the sort (eg, same comparison)?
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