I'm making OpenGL2 based application, which renders over 200 sprites in each iteration. I would like to use less drawcalls, since often I render multiple sprites with same texture. Unfortunately, regular batching technique is not good for me because of Z-Sorting. Draworder of all elements is important, so I can't group them and draw by groups.
I was wondering, is there another batching technique to use in that situation. For example, I could modify shader to work with multiple textures at the same time (sounds like a bad decision though). Share your knowledge.
UPD 09.10.13: I also thought, that atlas textures will reduce drawcalls because of significant material number reducement.