direct2d
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2D render lists are typically sort by a layer value as well as the Y position of the bottom of the sprite. The layer value gives you the ability to layer objects, so that if you want your player always drawn above something else, you put him on a higher layer. The Y sorting gives you the illusion that objects can walk behind or in front of things that are on the same layer.
In Direct3D, you can use Z sorting to handle layering, but it's not as easy to solve the Y sorting issue, so your list will still likely have to be sorted.
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Correct, the collision bounding boxes are usually different.
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