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[Someobject1]
Position = (0,0,0)
Graphic = Samegraphic1
ChildList = CommonObject
[Someobject1]
Position = (100,0,0)
Graphic = Samegraphic1
ChildList = CommonObject
[CommonObject]
Graphic = CommonObjectGraphic
Position = (120,10,0)
What I expect is:[Someobject1]
Position = (0,0,0)
Graphic = Samegraphic1
ChildList = CommonObject1
[Someobject1]
Position = (100,0,0)
Graphic = Samegraphic1
ChildList = CommonObject2
[CommonObject1]
Graphic = CommonObjectGraphic
Position = (120,10,0)
[CommonObjectGraphic]
Texture = somefile.png
[CommonObject2]
Graphic = CommonObjectGraphic2
Position = (120,10,0)
[CommonObjectGraphic2]
Texture = somefile.png
[Someobject1]
Position = (0,0,0)
Graphic = Samegraphic1
ChildList = CommonObject1
[Someobject1]
Position = (100,0,0)
Graphic = Samegraphic1
ChildList = CommonObject2
[CommonObject1]
Graphic = CommonObjectGraphic
Position = (120,10,0)
[CommonObjectGraphic]
Texture = somefile.png
[CommonObject2]
Graphic = CommonObjectGraphic2
Position = (120,10,0)
[CommonObjectGraphic2]
Texture = someOTHERfile.png
Comments
Could you post a screenshot of what you get as the test I did here looks like it's working as it should?
Try putting the children slightly in front of the parent by using a Z = -0.001.
Also, you can't make any assumption on the display order except for the Z position (from smaller to bigger) as objects will get grouped in the render plugin by Z value, texture, blending, smoothing and shader combination, so that the least amount of rendering context switch will occur.
the childlist thing must somehow effect the ordering of the objects. but true, I should only rely on the z-value for rendering.
thanks for the help!
And yep, the Z value of the children is relative to the parent (no scale on Z value btw, it's just ignored). So if your parent has a absolute Z of 0.5 and your child has a Z of -0.1, it's absolute Z will be 0.4.
One way of seeing what happens is just to turn your object transparent so it's easy to track hidden objects. Could be done directly in config or via a shader.