Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Spellweaver Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: non-displayed sprites Date: Tue, 05 Aug 1997 11:27:17 -0500 Organization: The Implementor Lines: 18 Message-ID: <33E75465.4ED2@ix.netcom.com> References: <33E51AC3.6FB@erols.com> <33e542ff.16844962@205.149.189.29> <33E6ACF9.1161@charlie.cns.iit.edu> Reply-To: spelwevr@ix.netcom.com NNTP-Posting-Host: aus-tx23-16.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.02 (Win95; I) Quoth Ed Federmeyer: > Mario Perdue wrote: [ ... ] > > 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). If you have all of the sprites in a large array, then you can just run through the array GsSort[Fast]Sprite()ing all of them, without worrying about which to draw and which to skip over.