Quote from: winkio on August 13, 2014, 07:41:30 pm
The draw calls from RMXP work as a tree. A sprite without a viewport is a leaf node, and gets drawn based on it's z value. A viewport acts as a subtree, with all of it's child sprites being drawn together, regardless of other viewports or sprites without viewports. I'm pretty sure that's all the explanation you need, but if it's unclear let me know.
Yes, thank you, I think I have it understood it now. Luckily I don't think I need to change anything in regards to the Tilemap, and creating a sprite for each tile, as I previously thought. I really only need to adjust the Window class, and of course finish implementing drawing each Viewport as it's own separate RenderTarget, so that's good news.
EDIT:
I am pleased to say that I got it all figured out and behaving correctly, and even managed to make some improvements along the way. It's actually quite a bit simpler than I was making it out to be, for some reason it has really been causing me some issues, but now that I have it done, it's no big deal, and I don't know why I didn't have it like this in the first place.
Getting close to maybe just throwing up a demo. Still need to factor in blending and stuff, but graphically it the hardest parts are over. The audio is pretty basic right now, I haven't really expanded anything beyond RMXP's audio at the moment, and the same goes with input.