I'm making a 2D game using OpenGL. I want to do the drawing like, first I copy vertex data of all objects I want to draw into VBOs (one VBO per texture/shader), then draw each VBO in separate draw call. It seemed like a good idea, until I realized it will mess up drawing order - the draw calls won't necessarily be in order the objects were loaded into VBOs. I thought of using a depth buffer to sort items - every new object to draw will have slightly higher Z position. The question is, how much should I increment it to not run into any problems? AFAIK, there can be two kinds of problems - if I make it too large, then I will have limited number of objects I can draw in a single frame, and if I make it too small, the precision loss of the depth buffer might make overlapping images be drawn in wrong order. To summarize:
1) What should be front and back values of my orthographic projection? 0 to 1? -1 to 1? 1 to 2? Does it matter?
2) If I use 's nextafter() for incrementing Z position, what kind of trouble can I run into? How does OpenGL and depth buffer react to subnormal floats? If I started with std::numeric_limits::min(), and ended at 1, is there anything else I should worry about?