Path: chuka.playstation.co.uk!news From: James Rutherford Newsgroups: scee.yaroze.beginners Subject: Re: Plotting 2D Boxes in a 3D World Date: Thu, 14 May 1998 16:25:08 +0100 Organization: The Hex Heroes Lines: 21 Message-ID: <355B0CD4.2A85@writeme.com> References: <355a3dc2.2999054@news.playstation.co.uk> <355A67EA.137C@mdx.ac.uk> NNTP-Posting-Host: gfs0-034.publab.ed.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.03 (Win95; I) Robert Swan wrote: > PS, I think from what James Shaugnessy found out that there is a > quicker way of drawing one by one dots, and that is to have a 1x1 > pixel large sprite, and use that instead of boxes. You can alter the > r,g,b member attributes of the GsSPRITEs to get different hued dots. > Although, thinking about it now, James was not using boxes in the > first place, so maybe its worth checking if sprites are faster. I'm pretty darned sure that GsSPRITEs (min. size 4x1?) are faster than GsBOXFs. Also fairly sure that GsLINEs with x0,x1 and y0,y1 co-ordinates identical will be faster than GsBOXFs (though untested). The quickest way to do particle/star effects (but probably the least friendly) is to muck about with a u_short[x*y] array and use LoadImage to plonk it on the screen. I think each direct pixel (16bit) is arranged: [STPFLAG] [BBBBB] [GGGGG] [RRRRR] Check the little yellow book for more details... James (~mrfrosty).