Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Antony Arciuolo" Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: Backgrounds smaller than the visible screen Date: Mon, 6 Dec 1999 07:41:29 -0500 Organization: SCEA News Server Lines: 47 Message-ID: <82gar0$3041@scea> References: <829fet$1tu1@scea> <82bi0k$4fk5@chuka.playstation.co.uk> Reply-To: "Antony Arciuolo" NNTP-Posting-Host: 209.166.42.130 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:466 scee.yaroze.programming.2d_graphics:1102 I have a three-layer parallax BG, and it scrolls well, I am just wondering about overhead... which is more efficient: using 3 GsBGs, or using a sprite as one of the backgrounds, b/c I imagine that's a big sprite, but I got 3 workspaces, and 3 world layout arrays... - Tony Alex Herbert wrote in message news:82bi0k$4fk5@chuka.playstation.co.uk... > Hi Tony, > > > Antony Arciuolo wrote in message > news:829fet$1tu1@scea... > > Is there a way to prevent a small GsBG map from tiling? > > > > No. > > > > > What I want to do is have three GsBGs for parallax scrolling > > > > One will be the ground, one will be the rest of the background (a forest), > > and the last will be the mountains through the trees > > > > for the ground, I just want three rows of tiles across the entire width of > > my level, > > but do I need to define it with the (in 320x240 res) 12 rows of > transparent > > cells? > > Yes. Or you could use sprites instead of a BG. > > > > > > > - Tony > > > > > > > Herbs > >