Question

I have two layers. Each layer has a primitive drawing in it with OpenGL like this:

void Layer1::drawPolygon()
{
    glLineWidth(1);
    DrawPrimitives::setDrawColor4B(255,255,255,255);
    DrawPrimitives::setPointSize(1);

    // Anti-Aliased
    glEnable(GL_LINE_SMOOTH);

    // filled poly
    glLineWidth(1);
    Point filledVertices[] = { Point(10,120), Point(50,120), Point(50,170), Point(25,200), Point(10,170) };
    DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) );
}

When I addChild these layers to a scene and set Z orders 1 and 2, I see that I can bring one primitive on top of another and vice versa - when I exchange the Z order values. The strange things start when I addChild a sprite into one of these layers. If I addChild a sprite, then sprite lays on top of the primitive of that layer, and not only that layer. Even if the layer has smaller Z index, anyway its sprite is on top of other layer's primitive, while its primitive is below the other primitive shape - as was expected. Is this OK? How I should understand this? What if I want to draw primitives on top of all sprites?

EDIT:

I could manipulate their order, but not drawing order, with the following:

CCDirector::getInstance()->setDepthTest(true);
myLayer->setVertexZ(-1);

But I don't understand why sprites in a layer with smaller Z order are being drawn later than the primitives of the layer with bigger Z order. In other words, seems that all the primitives from all the layers is being drawn according to their order, then the same is being done for the sprites.

Was it helpful?

Solution

Due to the new multithreader renderer on cocos2d-x 3.0, drawing with primitives requires a different approach. Take a look at my reply at this thread:

https://stackoverflow.com/a/22724319/1468700

OTHER TIPS

I believe there is a bug in cocos2d-x V3 beta 2 that makes primitive drawing always appear below all layers. It is fixed (I understand) in V3.0 RC

This is incorrect - there is no bug (I was mislead by other posts - my apologies).

See the post below for a link explaining what needs to happen to get primitives to draw in the 'right' z-order.

The summary is that all drawing operations are added to a queue in the game loop, then the queue processed - so you need to add your primitive drawing into the queue rather than drawing immediately.

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