Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Michael Hough" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Rotation problems Date: Sat, 7 Mar 1998 16:45:41 -0800 Organization: SCEA News Server Lines: 20 Message-ID: <6dsphu$f3e8@scea> References: <35007aa1.25789418@news.playstation.co.uk> <3500A31B.174703CD@netmagic.net> <350164c2.10805581@news.playstation.co.uk> NNTP-Posting-Host: delirium.Stanford.EDU X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Robert Swan wrote in message <350164c2.10805581@news.playstation.co.uk>... >Yeah, I was worried about the cracks too, which I'm sure would appear >(seeing as they appear in 3d games) so I'm not too sure I'll take that >approach. Also, now I'm not sure I could handle the frustration of >doing it to find the results unacceptable :) Hmm. You might be able to overlap the images slightly, a luxury which isn't present for 3d games... The effect you're going for sounds cool enough that it's worth the attempt. Have the sprite mx/my all point at the same location in vmem, but have them inset an appropriate number of pixels (would 1 suffice?) from the edge of each sprite; since it's the same data, any interference from the other sprites shouldn't be noticable. I personally haven't tried this, so I can't vouch for its effeciveness tho. mike