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File: bug.png (133 KB, 800x800)
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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 inefficient
some advanced rendering engine probably has it figured out using advanced techniques
since 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 space
then 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 static
viewport depth buffer if dynamic
>>
>>110246294
Assuming 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
>>110246347
wtf lol



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