Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Re: Reversing a GsSPRITE Date: Thu, 16 Jan 2003 14:53:02 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 72 Message-ID: References: <01c2bcf0$e475e620$8500a8c0@pal-s-omnibook> NNTP-Posting-Host: 194.207.193.92 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit User-Agent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; rv:1.1) Gecko/20020826 X-Accept-Language: en-us, en Hi Andy, Something else you should be aware of when using negative scaleX/scaleY values to reverse sprites, use the value -4095 rather than -ONE (i.e. -4096), I tried using -ONE at some point to do sprite reversals, but it didn't appear to be scaled correctly (almost, but not quite), when I used the value -4095 I got no scaling artifacts and everything looked groovy :) Cheers, Andy P Andrew Murray wrote: > Yeah, it was GsSortFastSprite that I was using, guess I should have saw that > one comming. Now though it doesn't draw the sprites at all, for some weird > reason, I'll have to fix that, then if the horizontal flip thing works I'll > reply agian. > > Thanks for the help, > Andy > > "Peter Dollochan" wrote in message > news:b04vfu$9vi1@www.netyaroze-europe.com... > >>Setting scalex / scaley to -ONE is the same as the GsCell inversion flags, >>however as Peter correctly pointed out you need to use GsSortSprite not > > the > >>Fast version as that ignores scale and rotation data the the GsSprite >>stucture. >>I think you can find some references to this sort of thing in the 2d >>newsgroup from a while back. >> >>Pete. >> >>"pal" wrote in message >>news:01c2bcf0$e475e620$8500a8c0@pal-s-omnibook... >> >>>Peter Armstrong wrote in article >>>... >>> >>>>Make sure you're drawing the sprite with GsSortSprite and not >>>>GsSortFastSprite. Look under GsSprite in the library reference as it >>> > has > >>>>more information on rotation and scaling. >>> >>>I don't think that what he wants can be achieved through rotation or >>>scaling. He's looking for something like the inversion flag in GsCELL's. >> > A > >>>3d rotation should do the job, which would be expected to be easy for >> > the > >>>PSX, however GsSPRITE's do not seem to handle this... unless I've missed >>>something? >>> >>>...maybe drawing a single-cell GsMAP would do the job, although it's not >>>elegant. Using a 3d rotation would be nicer but surely less easy. >>> >> >> > >