Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Date: Wed, 27 May 1998 17:22:33 -0700 Organization: Cisco Systems Lines: 39 Message-ID: <356CAE49.AFC4F92E@netmagic.net> References: <356C9B7A.C18CCEE4@easynet.co.uk> <6ki72j$lev11@chuka.playstation.co.uk> Reply-To: tenchi@cisco.com NNTP-Posting-Host: dhcp-e-39-237.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit X-Mailer: Mozilla 4.03 [en] (Win95; U) JohnT wrote: > > You could try only using one video 'page' so that there is no swapping then > just not clear the video memory between each frame. > If you do this with frame 'page' swapping then the trail has the appearance > of movement within it which could also be a nice effect. > > JohnT The only problem with that is that the previous impressions of the sprite don't fade out. :( Phil, I take it that you're trying to do some kind of motion blur? If so, I'd take your sprite and make about 4 or 5 copies of it at about 20%-35% intensity and semitransparent. The overlapping transparent sprites will make the ones closer to the middle of the trail a bit brighter and the ends a little darker. Then put a non-semitransparent copy of the sprite over the "head". That shouldn't take up too much GPU time. > Ï<ò wrote in message <356C9B7A.C18CCEE4@easynet.co.uk>... > >Hello all > > > >Could anyone give me some clues on how to get a moving sprite leave a > >trail behind it? Would I need a new sprite for each bit of the trail, > >each with its own level of brightness, to give the impression of the > >trail fading away? > > > >Also, any hints on doing other special effects such as screen dissolves, > >melts, morphs etc would be greatly appreciated. > > > >Thanks > > > >Phil > > - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/