Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Date: Thu, 28 May 1998 10:19:33 +0100 Organization: Intelligent Research Lines: 27 Message-ID: <356D2C25.C4E7B0B3@hinge.mistral.co.uk> References: <356C9B7A.C18CCEE4@easynet.co.uk> <6ki72j$lev11@chuka.playstation.co.uk> <356CAE49.AFC4F92E@netmagic.net> NNTP-Posting-Host: 194.131.235.3 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Elliott Lee wrote: > 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. > The same approach works on 3D objects as well, just draw a fewcopies with the transparency bit set, clear it and draw again - as the last thing sorted is drawn first if all objects are level, the final 'solid' image will be drawn last (ie. on top). If you want a better effect (only easy with sprites), then use the RGB scaler to fade out the trailing images as well..... > - e! > tenchi@netmagic.net Craig.