Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Spellweaver Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Sprites Date: Fri, 04 Jul 1997 03:27:39 -0500 Organization: The Implementor Lines: 22 Message-ID: <33BCB3FB.1654@ix.netcom.com> References: <33BA092F.1F8E@ix.netcom.com> <33bc0885.201007539@news.scea.sony.com> Reply-To: spelwevr@ix.netcom.com NNTP-Posting-Host: aus-tx17-24.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Quoth Jamin Frederick: > How do you display 2 sprites in separate locations with only > one GsSPRITE struct? As I said, change the x and y values between calls to the drawing routine. For instance, GsSortFastSprite ( &sprite, &ot, 0 ); sprite.x = new_x_value; sprite.y = new_y_value; GsSortFastSprite ( &sprite, &ot, 0 ); > On Wed, 02 Jul 1997 02:54:23 -0500, Spellweaver > wrote: > > >I have found that you can use a single GsSPRITE structure to draw > >multiple sprites, by changing the (x, y) between calls to > >GsSort[Fast]Sprite(). However, I also noticed that many demos > >(including, I believe, official Sony demos) created a separate > >GsSPRITE for each sprite (even if they are identical in everything > >except location). Is there some evil that might occur by doing > >it the first way, or some hidden benifit of doing it the second > >way?