Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: BG Problem Date: Fri, 02 Oct 1998 15:54:57 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <3614E940.D6FADEF3@ndirect.co.uk> References: <35f2c71f.16917324@news.playstation.co.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: th-usr00-21.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Khan wrote: > Hi, > > Thanks everyone for your adivice and stuff. > > But I am still stuck with adding a 2D background to my 3D racing game. > I've got George Bain's stuff but thats just for displaying sprites, > isnt it? There's nothing wrong with using sprites to create backgrounds. Even the GsBG stuff effectively fills the screen with 16x16 pixel sprites. At the end of the day a sprite is just a bitmap and is the ideal tool for displaying any type of 2D graphics. But, there's a really cool way of doing backgrounds for 3D games which can look much better than a flat 2D background. Take a large sphere (radius of say 32000), reverse the normals (you can do this with rsdtool), map your background texture to it, and centre it in your viewport. You need to reverse the normals as you are viewing the sphere from the inside rather than the outside. Oh, and don't forget to turn off the fogging when sorting the sphere. Herbs