Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Date: Thu, 04 Jun 1998 14:51:09 GMT Organization: SCEA News Server Lines: 65 Message-ID: <3576b2b7.144425412@news.scea.sony.com> References: <356C9B7A.C18CCEE4@easynet.co.uk> <3575d677.88041597@news.scea.sony.com> <3575E6F5.9440E0E6@netmagic.net> Reply-To: jamin1@psu.edu NNTP-Posting-Host: MAXWELL.hq.ensco.com X-Newsreader: Forte Free Agent 1.11/32.235 Pretty cool. I guess the best time to use this technique is when there is nothing changing about the sprite that's being sorted. For instance, there's no need to do this with moving/scaling/coloring game objects, since you have to store certain state information SOMEWHERE, and it might as well be the sprite struct. Jamin On Wed, 03 Jun 1998 17:14:45 -0700, Elliott Lee wrote: >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/