Path: chuka.playstation.co.uk!news From: "Scott Ward" Newsgroups: scee.yaroze.beginners Subject: Nearly there chaps... Date: Fri, 25 Jun 1999 14:43:48 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <7l02be$qpv18@chuka.playstation.co.uk> References: <7kdntq$4fj13@chuka.playstation.co.uk> NNTP-Posting-Host: p11-snipe-gui.tch.virgin.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Okay, Thanks to you lot I now have a good idea of how things are done. However one more thing eludes me. Right, the problem I'm facing now is that I really could do with being able to draw specific sprites or background areas to a buffer in vram. So far, the example code I've seen so far (thanks to Rob, by the way, for his patience and time) takes image data and creates a mask with it, brilliant. BUT, if I'm rotating my sprite image in game it will often be different to the image/texture stored in the frame buffer, I imagine this could leave the mask being different to the image on-screen. Ideally, I could do with drawing the current sprite to a seperate area in the frame buffer (with black background) before converting to a mask. Does this make any sense? By using this method I could also draw seperate GsBG areas to the same area so collision detection with scenery could also be achieved or in my case use the line functions to draw pre-set collision lines to test with. Anyway, after setting about this task I remembered that all these things are sorted to the ordering table before being drawn, does this mean that I can't draw specific objects/lines etc. to specifid areas in the frame buffer? I've thought about setting up another drawing area with it's own ordering tables to deal with this but I'm currently using non-interlace mode and I don't really know whether this can be set up or not. Any ideas on how I could achieve this would be accepted with open arms. Cheers, Scott