Regarding this question: Texture looks jagged with white background
We’ve seen to set the rendering depth order of two SpriteManagers is made using the renderingGroupId
property.
In case I have two sprites that are sharing the same SpriteManager, I’ve seen that the render depth order is set by the sprite creation order. That can lead to rendering issues if the creation order doesn’t match the render (or camera) depth order.
Example where sprite creation order matches the depth order, antialias is applied:
Example where sprite creation order is inverse to the depth order, antialias not applied (jagged edges):
Is there a way to set their rendering depth order using a property, and not being forced to create the sprites in the same depth order?
I don’t find a sprite property similar to renderingGroupId
.
Their depth order can change depending on the game situation, so I’d need to set it up manually. Creating an exclusive SpriteManager per sprite could be a big loss of memory.