Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: non-displayed sprites Date: Mon, 04 Aug 1997 23:32:57 -0500 Organization: (no organization) Lines: 24 Message-ID: <33E6ACF9.1161@charlie.cns.iit.edu> References: <33E51AC3.6FB@erols.com> <33e542ff.16844962@205.149.189.29> Reply-To: fedeedw@charlie.cns.iit.edu NNTP-Posting-Host: charlie.cns.iit.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) Mario Perdue wrote: > > 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? > > > > Setting them off screen would probably work, however, bit 31 of the > Sprite attribute controls the sprite display mode. > 0 = displayed > 1 = not displayed I think I don't understand something here. If you have a bunch of sprite data structures defined in main RAM, and don't want some of them displayed, why not just "not sort them" into the OT? In other words, only call GsSortSprite() on the sprites you want displayed. I'm not quite sure what you get from sorting in a sprite with an attribute bit 31 set to 1 (not displayed). EdF