Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Colin_Hughes@Playstation.sony.com Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Date: 1 Jun 1998 14:26:23 +0100 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 70 Sender: news@chuka.playstation.co.uk Message-ID: <6kua5v$kd91@emeka.playstation.co.uk> Reply-To: Colin_Hughes@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk via smtpd (for [194.203.13.2]) with SMTP; 1 Jun 1998 13:32:32 UT by camsg001.camb.scee.sony.co.uk (8.8.6/8.8.6) with SMTP id OAA15574 for ; Mon, 1 Jun 1998 14:31:52 +0100 (BST) From: Colin_Hughes@Playstation.sony.com To: news@playstation.co.uk Content-Disposition: inline A lot of cool effects can be produced by using the previous screen as a source... I use this a bit in the snd2lt, and there are several feedback type demos.... Colin. To: Colin_Hughes@scee.sony.co.uk cc: (bcc: Colin Hughes) From: news@playstation.co.uk @ INET Subject: Re: Getting a sprite to leave a trail:scee.yaroze.beginners From: philip gooch Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit 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% 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