When the NES renders sprites, how come that the first sprites in memory are always on top of later sprites if they overlap?
Shouldn't it be the other way around?
If two sprites overlap each other, the one that is processed latest should be on top of the earlier one because its graphics are drawn over the earlier sprite.
How does the NES manage to draw, for example, sprite 5 below sprite 0, even though sprite 0 was the first that was processed?
Doesn't that mean that the NES has to keep track of every pixel and set a flag whether a specific pixel was already filled with a non-transparent color by an earlier sprite?
Shouldn't it be the other way around?
If two sprites overlap each other, the one that is processed latest should be on top of the earlier one because its graphics are drawn over the earlier sprite.
How does the NES manage to draw, for example, sprite 5 below sprite 0, even though sprite 0 was the first that was processed?
Doesn't that mean that the NES has to keep track of every pixel and set a flag whether a specific pixel was already filled with a non-transparent color by an earlier sprite?