Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Tim O'Neil Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: 3D & 2D Date: Mon, 20 Oct 1997 22:26:25 -0400 Organization: SCEA News Server Lines: 25 Message-ID: <344C12D0.7FF@chat.carleton.ca> References: <01bcdcc7$d04ad8e0$a9b664ce@jack-shit> <344a9617.30486737@205.149.189.29> NNTP-Posting-Host: obatanga.chat.carleton.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) Mario Perdue wrote: > > Ben, > > Drawing the sprite on a 2D plane is the best approach. That way you > can position the sprite where ever you want in 3D space and have it > drawn correctly. > > Mario This is however not the most efficient way. It all depends on how you want to use the sprite. If you want it for some sort of information that you use all the time (ie. player stats or menus) then the GsSPRITE is a better approach (both because it is more straight-forward and gives better performance), but if you want to label player1, player2, etc with little arrows over them (in a racing game for example), then the polygon surface is probably better. As to exactly how to get them both to appear at the same time, try getting the sprites to display by themselves first, if you get that far, then it is just a matter of altering the priority of the sprite to get it to mix right (remember that the scaling attribute is the shifted-12 notation ... 4096 = no scaling... I got caught for a while on that). Good Luck