Path: chuka.playstation.co.uk!news From: Anna Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2D sprites in 3D scenes - some observations Date: Mon, 09 Mar 1998 22:13:18 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <3504697E.3616DF2D@bournemouth.ac.uk> References: <6e0msh$j4a1@emeka.playstation.co.uk> NNTP-Posting-Host: pc5188.bournemouth.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (WinNT; I) Cheers for the replies, chaps. I got this working when, bizarrely enough, I stopped trying to put the sprite code into the 3D program and instead put the 3D code into a working sprite program - code's exactly the same, as far as I can see, but it works! Go figure. Found some interesting points, in case any one else is trying to do something similar:- 1. The "pri" value in GsSortSprite seems to act like a fake "z" posistion for the sprite, the greater the number, the further away from the screen the 3D models intercept with it. Strangly, this worked even when i used large numbers which I assumed were greater than the Ordering Table length, which I wouldn't have thought possible. 2. By sending the "ground" model to the OT first, followed by the sprite, followed by the flying model, the sprite "shadow" appeared between the two models! Hurrah! That might be really basic to everyone, but it had me stumped for a couple of days so I thought I'd send it in anyway. Love Anna.