Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Date: Wed, 03 Jun 1998 16:59:19 -0400 Organization: SCEA News Server Lines: 34 Message-ID: <3575B927.1D3140CD@mail.datasys.net> References: <356C9B7A.C18CCEE4@easynet.co.uk> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 288.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Ï<ò wrote: > > 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? The easiest way to do this is by not fully clearing the screen at each refresh. Unfortunately, this will only look right with a static background, but the method might still be useful. Instead of sorting a primitive to clear the screen; sort a rectangle primitive that fills the entire screen. Color it black, but enable transparency. (I'm not sure what the correct transparancy level should be, you will have to play around with it. It's only 4 different possibilities, just go through them all untill you find one that looks good.) This should leave a "trail" of a sprite behind it as it moves. The trail will shake a little bit, but it will fade out quickly so I don't think the player will notice too much. BTW: I haven't tried this, this is all theoretical stuff that I've been thinking about. Give it a try and tell me how it worked. -- 'Darco darco@NOSPAM@bigfoot.com (Replace "@NOSPAM@" with an "@" to email me) UIN: 1454810 (You can page me at http://wwp.mirabilis.com/1454810) Voria: http://www.datasys.net/users/stu/rquat/voria PGPKey: http://www.datasys.net/users/stu/rquat/pgpkey.txt