Thx thx... I have to come up with proper ordering.
Right now, spriting requirements for this system are:
-Everything is cylinder-ish (a base, extruded upwards).
-Collision mask must be drawn as the cylinder's base.
-Hotspot must be vertically set to the top of the collision mask (horizontal doesn't matter, I think)
Right now I just order by the internal vertical (ry) coordinate, so objects further away go behind. But height (w: distance from base to zero plane) is not even considered. So when you walk under the bridge, the bridge is further away and it's drawn behind you... but you're lower and it should cover you!
I'm thinking it's probably ry+w*c, where c is a constant indicating camera inclination, 1 is 45�.