Path: chuka.playstation.co.uk!news From: philip gooch Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Date: Fri, 29 May 1998 14:14:42 -0700 Organization: PlayStation Net Yaroze (SCEE) Lines: 36 Message-ID: <356F2542.6F7C@easynet.co.uk> References: <356C9B7A.C18CCEE4@easynet.co.uk> <6ki72j$lev11@chuka.playstation.co.uk> <356CAE49.AFC4F92E@netmagic.net> <356D2C25.C4E7B0B3@hinge.mistral.co.uk> NNTP-Posting-Host: hst248.routledge.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.0 (Win16; I) Craig Graham wrote: > > 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..... Thanks guys So its multiple sprites then to handle the trails. I should be able to handle that. But anyone know how certain other effects are done - for instance I've seen Yaroze games where the whole screen melts away, starting from the centre. Is there a way of addressing individual pixels in the frame buffer to shift them around, apply different transparencies and RGB values to them etc to create this effect? Phil