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> - Since sorting sprites is O(N^2), I figured out a way to create a depth map for each sprite to depth sort on the GPU

Could you elaborate on this some more? This seems very interesting.



See my other comment in this thread.

The solution I went for was drawing a 3D box (in 2D space, i.e. in the sprite sheet over each sprite), and then using that box to calculate the local depth within the "diamond"/isometric space is occupies (er, hope that makes sense!)




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