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, 03 Jun 1998 17:14:45 -0700 Organization: Cisco Systems Lines: 53 Message-ID: <3575E6F5.9440E0E6@netmagic.net> References: <356C9B7A.C18CCEE4@easynet.co.uk> <3575d677.88041597@news.scea.sony.com> 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) This is how I do tiled backgrounds. :) e.g. tiling with 32x32 sprites: ... GsSPRITE blah; #define SPRITE_HEIGHT 32 ... for( x=0; x<320 x+=SPRITE_HEIGHT ) for( y=0; y<240; y+=SPRITE_HIEGHT ) { blah.x=x; blah.y=y; GsSortFastSprite(&blah,&WorldOT[activeBuff],0); } It is as fast as can be. You should only have 1 GsSPRITE per TIM in memory. There's no point in keeping more around since it just consumes memory. Jamin Frederick wrote: > > This reminds me of someone who was getting more than one sprite > to display with only one sprite struct. He would sort the sprite, > then change the sprite position and sort it again. If this could be > done often enough, it would save a lot of memory, as opposed to an > individual struct for each sprite on the screen... > > Jamin > > On Thu, 28 May 1998 00:02:25 +0100, "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? > > > >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/