On 01/15/2013 07:11 PM, Matthias Krüger - Roundup wrote:
>
> New submission from Matthias Krüger <matthias.krueger@famsik.de>:
>
> Big obstacles like bar counters are likely to cause z-ordering issues.
>
> We should be able to fix this by splitting up the big obstacle into several
> smaller ones.
>
I now remember why we did not yet do it.
There are, in my opinion, 3 main reasons:
1) It will be hard to place/move a big split obstacle in the
leveleditor, because our obstacle are not 'aligned' to floor tiles.
2) For the z-ordering issue to be fixed, the obstacle has to be split
on floor tile borders. But, our obstacles are not 'aligned' to floor
tiles. So a 'pre-split' part of a big obstacles could be on 2 floor
tiles, leading to a potential z-ordering issue.
3) We will still have issues with obstacles with holes (such as the
doors).
So, splitting big obstacles would help a bit, but will not solve the
issue, and will complicate level designers job...
> ----------
> messages: 2400
> priority: important
> status: open
> title: fix z-ordering for big obstacles
>
> ________________________________________
> FreedroidRPG issues <bugs@freedroid.org>
> <http://bugs.freedroid.org/b/issue633>
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