Path: chuka.playstation.co.uk!news From: "Andrew Partington" Newsgroups: scee.yaroze.programming.2d_graphics Subject: offscreen sprite/line/etc drawing - how? Date: Thu, 9 Sep 1999 16:59:44 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 29 Message-ID: <7r9his$mac6@chuka.playstation.co.uk> NNTP-Posting-Host: modem-69.thulium.dialup.pol.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Hi everyone I am trying to do a pixel-perfect collision routine that will support scaled/rotated sprites. I have the collision detection part working perfectly, but as things stand it won't support scaled/rotated sprites. Basically I have a 64*64 pixel area in VRAM which I copy the collidable sprites to (from another area in VRAM using the MoveImage() function), before copying the area to main RAM for pixel-by-pixel collision testing. Obviously, this will not handle when the sprite is scaled or rotated. What I need to know is: is there any way of using GsSortSprite() etc to draw to my offscreen area in VRAM? And how would I go about doing this? I really need to be able to draw scaled/rotated sprites to my offscreen VRAM area (at 320,447 BTW), or else my collision routine is not that much use to me! I've only been seriously using my Yaroze since I graduated from uni, so I don't know too much about ordering tables or all the rest of it. I don't want to use MoveImage() etc to take a copy of the sprite from the display area, since I would be copying all the other garbage surrounding the sprite as well, and I don't want that. Cheers Andy