I have a BSP tree for depth sorting in an isometric game (I've tried countless other methods) it's seems to be close, but in my game I cannot split the assets. So, items that intercept the current plane, I simply add them to both the "behind" and "ahead" nodes (as suggested in http://www.seas.upenn.edu/~cis568/presentations/bsp-techniques.pdf).
When I traverse the tree (from lowest depth to highest), I only render the sprite once (the first time I approach it) but this seems to be placing some sprites too low in the display order.
Any insight on this would be greatly appreciated. This is in (mostly) C for iOS, btw.
Thanks in advance (and I try to answer some questions on here, but y'all are so darn fast!).