Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Sprites Date: Sat, 05 Jul 1997 23:33:31 GMT Organization: SCEA Net Yaroze News Lines: 35 Message-ID: <33bed849.18198738@news.scea.sony.com> References: <33BA092F.1F8E@ix.netcom.com> <33bc0885.201007539@news.scea.sony.com> <33BCB3FB.1654@ix.netcom.com> NNTP-Posting-Host: nb8ppp108.cac.psu.edu X-Newsreader: Forte Free Agent 1.11/32.235 Hmm, I assumed the OT would only handle one "instance" of an object at a time. It seems to be treating your one sprite as two separate instances. It probably takes just as long to draw as two regular sprites being inserted, but you'd save storage memory if you'd be using one GsSPRITE struct for any number of sprite instances that differ only in position! Jamin On Fri, 04 Jul 1997 03:27:39 -0500, Spellweaver wrote: >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?