How to render TCastleScene between two layers of Tiledmap?

The author’s name(wall and door arts) can be written as soastao, I am glad to provide test demo for CGE.

Now I drawing the map by myself, using TDrawableImage (inside overridden Render of TCastleUserInterface).I already draw a map.My understanding of CGE is limited, and it takes some time to explore this way.

The order of rendering is not just for maps, the rendering of 2D characters is also the same

Well known the animations in Diablo II are split into several parts. When you are equipping another helm, just the head of the animation change. Same for when you’re equipping another weapon, only the weapon part of the animation change. That’s because the Player is divided
into several parts.

These layers are ordered. When drawing an animation of a Player in a given direction, for a given frame, a table tells in what order to draw them. When the Player is facing West, you first see his Shield, and the rest of the body is behind.But when facing East, the Shield is now the one that is behind.


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I simulated the painting method of Diablo character. The test results are shown in the screenshot. Most of my previous tests are based on ZenGL, and I will move to CGE in the future.