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: Tue, 05 Aug 1997 09:20:14 GMT Organization: SCEA Net Yaroze News Lines: 30 Message-ID: <33e6efc8.452017@205.149.189.29> References: <33E51AC3.6FB@erols.com> <33e542ff.16844962@205.149.189.29> <33E6ACF9.1161@charlie.cns.iit.edu> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 On Mon, 04 Aug 1997 23:32:57 -0500, Ed Federmeyer wrote: >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). > Either way works. Mario