Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Z-sorting really means *Z* sorting! Date: Tue, 15 Jul 1997 16:28:16 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <33CB970F.388A@interactive.sony.com> References: <33CA4E02.7487@charlie.cns.iit.edu> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Ed Federmeyer wrote: > > 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 The z-sorting that OTs are used for is Z-sorting with respect to Screen _not_ world coordinates; in the SCEE 3d demos area you will find some demos where the user controls the camera (either directly, or by controlling a ship the camera follows). It sounds like your problem is in the setting up of GsRVIEW2 or GsVIEW2, or not updating each frame.