Utilizing an additional parameter for z-index in Three.js: A step-by-step guide

My current approach involves utilizing a customized orthographic projection matrix to place my flat sprite objects. However, I am facing an issue where the depth of the projection cannot be calculated linearly based on their positions alone; it is determined through a topological sort instead. How can I establish the depth of these objects independently from their positions?

Answer №1

When dealing with meshes, it is possible to set a specific value for object.renderDepth and remember to enable renderer.sortObjects = true.

However, this approach does not apply to sprites. Sprites will always be ordered based on their z-coordinate in camera space as long as

sprite.material.useScreenCoordinates = false
.

Version r.60 of three.js

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