Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Tenchi Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Parallax Scrolling Date: Mon, 10 Jan 2000 14:21:10 -0800 Organization: . Lines: 30 Message-ID: <387A5B56.F10E726A@shell.jps.net> References: <828gbd$jq5@scea> Reply-To: tenchi@shell.jps.net NNTP-Posting-Host: dhcp-p-9-230.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.61 [en] (Win95; U) X-Accept-Language: en Why not just slap on 3 layers of sprites instead with different z values? It's basically the same thing and it might let you do interesting things like zooming in/out. Since it's also likely that you're not going to have 3 background filling the entire vertical or horizontal space, it'll save you memory. Plus, you can use tiling if you only do sprites---don't use too many tiles. I was maxing out around 1000 16x16 sprites last time I tried. You might go with 32x32s or larger. - e! Antony Arciuolo wrote: > > When you create a background, you also need to define a workspace according > to the equation in the Net Yaroze reference. > > My question is: > > If I have a 3-layer parallax scrolling background, I will have 3 GsBG > objects, but can I reused the same workspace array? or do I really need to > have 3 separate workspaces? > > - Tony -- Mata ne, ... ... - e! ::' tenchi@shell.jps.net ':: (Protocol) :: ACiD -/- ACS -/- pHluid -/- Yaroze :: (Tenchikun) ::. http://www.jps.net/tenchi .:: ''' '''