Path: chuka.playstation.co.uk!news From: "Matt Verran" Newsgroups: scee.yaroze.freetalk.english Subject: Re: sprite BG behind TMD Date: Mon, 25 Jun 2001 10:45:39 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <9h717j$1k22@www.netyaroze-europe.com> References: <9h6o0e$1k21@www.netyaroze-europe.com> NNTP-Posting-Host: host213-122-110-186.btinternet.com 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 hmmm, are you sorting the sprites to the last position in the OT? GsSortSprite(*sp, *otp, pri) pri is the position in the OT the sprite is placed at, so if your OT depth is 8 (1<<8) then the furthest pri would be 255, sorting a sprite with this pri should put it behind everything I think. Omar wrote in message news:9h6o0e$1k21@www.netyaroze-europe.com... > hello, > > my game so far is basically a race track, 3 cars, and a sprite background > (to represent the clouds/sky). the problem is that the cloud/sky sprite is > always on top of my 3D objects. i kinda solved the problem my making my OT > length bigger and then increasing the Z-precision value in GsSortObject4 for > the track and cars. i know this is really inefficient, and it really > doesn't completely solve the problem. i also tried to use 2 OTs, one for > the sprite bg and the other for the 3D objects, so that the sprite in the > second OT is always drawn last, but no such luck (i might have done it wrong > though...) bottom line: i need the bg sprite to be behind every other 3D > object. any suggestions? > > -omar > > >