Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Nick Porcino Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Z-sorting really means *Z* sorting! Date: Mon, 14 Jul 1997 23:32:33 -0800 Organization: SCEA Net Yaroze News Lines: 16 Message-ID: <33CB278F.38CF@bc.sympatico.ca> References: <33CA4E02.7487@charlie.cns.iit.edu> NNTP-Posting-Host: vcta01m05-73.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01-C-SYMPA (Macintosh; I; PPC) Ed wrote: >>>>>>> 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. <<<<<<< Try creating nested OT's. You know your playing field should always be drawn first, so stick it in it's own OT, put the OT deep, and add it to your normal OT. -nick