Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@hrtc.net (Mario Perdue) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: non-displayed sprites Date: Mon, 04 Aug 1997 02:55:21 GMT Organization: SCEA Net Yaroze News Lines: 32 Message-ID: <33e542ff.16844962@205.149.189.29> References: <33E51AC3.6FB@erols.com> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 On Sun, 03 Aug 1997 19:56:51 -0400, Clint Kelly wrote: >This is kind of a silly question, and I expect there's a very simple >answer: > >What do I do in my game with sprites that I don't want to be displayed? > >For instance, in my current game, I begin by defining the maximum amount >of sprites that I will ever need, and then I figured that I'll store all >of the inactive ones (for instance, dead enemies that have not >regenerated yet) off the screen. Can I just give them negative >coordinates, or do I have to move them somewhere within the frame >buffer. Setting them off screen would probably work, however, bit 31 of the Sprite attribute controls the sprite display mode. 0 = displayed 1 = not displayed >Also, is it standard to just define the maximum amount of sprites that >will ever be on screen when you start your program, and then change >their texture page and CLUT addresses to fit them to the type of sprite >that you need? I'm wondering cos I want to use interlace mode, so I >have to keep my frame rate high and therefore I need to make my code as >efficient as possible. I prefer to have individual sprites with names that tell me what they are. I know other people who prefer the way you are doing it. I can't really say that either way is really better than the other. Mario