Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.3d_graphics Subject: Z-sorting really means *Z* sorting! Date: Mon, 14 Jul 1997 11:04:18 -0500 Organization: (No organization) Lines: 18 Message-ID: <33CA4E02.7487@charlie.cns.iit.edu> Reply-To: fedeedw@charlie.cns.iit.edu NNTP-Posting-Host: charlie.cns.iit.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Okay, I guess when they say "Z-sorting" they aren't kidding around. It works great if you are looking straight down the Z axis. BUT, if you are trying to create an elevated view (looking down at an angle on a playfield, kind of like looking at a football field from the stands), objects that are above (more along the -Y axis), but are a little farther behind (more along the +Z axis), get drawn before items that are below and in front of them. There are cases when this is not correct for the view, the "-Y" position *should* cause the item to appear in front of an objects that is closer to the viewpoint in the Z axis. Is there any way to adjust for this anomoly? It would be nice if GsSortObject4() "knew" about the view and automatically compensated. Any ideas? Ed Federmeyer