How would you solve this issue?A sprite in a 45° angle is cut by a wall.
the only thing i can think of seems really inefficientsome advanced rendering engine probably has it figured out using advanced techniquessince i dont know anything about this stuff i would do something really simple like making a table that contains every object and all the points of the object and figure out the 'space occupied' in xyz spacethen do a calculation to make sure all the objects' boundaries don't intersect, if they do move them until they dont, something like that
precomputed binary space partition if they're staticviewport depth buffer if dynamic
>>110246294Assuming top-down ensure every pixel for the depth buffer write equals the sprite's Y position (provided as an attribute) instead of the quad's actual depth>>110246344>>110246347wtf lol