Path: chuka.playstation.co.uk!news From: rs108@mdx.ac.uk (Robert Swan) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2D sprites in 3D scenes - some observations Date: Mon, 09 Mar 1998 23:33:59 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 35 Message-ID: <35047aa3.18890875@news.playstation.co.uk> References: <6e0msh$j4a1@emeka.playstation.co.uk> <3504697E.3616DF2D@bournemouth.ac.uk> NNTP-Posting-Host: stu-dialup13.mdx.ac.uk X-Newsreader: Forte Free Agent 1.11/32.235 On Mon, 09 Mar 1998 22:13:18 +0000, Anna wrote: >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. As far as I'm aware, if you register the drawing of a sprite with a priority value larger than that of the OT, then it simply places it with the largest possible priority value that is 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! > >Love Anna. Strange, as the order that the objects are registered with the OT should only make a difference if they all end up with the same priority value, which unless you have a tiny OT length is not very likely seeing as you can always specify exactly the priority of a sprite, but can't with a 3d model. Is my mental picture of an OT wrong at some fundamental level? If your three models did happen to fall at the same priority level, then I thought they would have been drawn in the reverse order of what you stated above. BTW, is it possible, after inserting a 3d model into an OT to find out what priority value it did have assigned to it after 3d calculations and the bit shifting?