Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scea.yaroze.programming.2d_graphics Subject: light effects Date: 13 Feb 1998 20:16:37 -0000 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 51 Sender: news@chuka.playstation.co.uk Message-ID: <6c29n5$9nb1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk The lights - 3 flat lights, ambient light, and the fogging effect - only effect 3d polygons. If you want to do lighting with GsSPRITES and other 2d primitives, you can do so using their rgb members; eg if you want to set 'ambient 2d light' to RGB (each 0-255), this is easily achieved by setting the r,g,b of all 2d primitives to R,G,B. Positional 2d lighting can be done by calculating the distance from light source to sprite and hence knowing how much to adjust the rgb values by. Another way would be to use TMD polygons instead of sprites; these would be affected by 3 flat lights, ambient light, and the fogging effect, but you must ensure that they are positioned dead-on to the camera to look like sprites (ie flat, 2d). One way to do might be to restrict the camera; a better general-purpose way is to set the local-screen matrix for the polys as unit matrix (with some z-translation to put it ahead of the camera). Lewis To: Lewis Evans cc: From: news @ playstation.co.uk Subject: light effects:scea.yaroze.programming.2d_graphics From: Ivo Wubbels Newsgroups: scea.yaroze.programming.2d_graphics Subject: light effects Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Maybe a stupid question, but I was wondering if the light effects could be used in 2d mode (== only GsSPRITEs used), I can figure it out myself, but I do not have the time for doing that right now, so if somebody did some lighting effects on sprites, please let me know... Thanks Ivo