Path: chuka.playstation.co.uk!news From: Anna Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2D sprites in 3D scenes - some observations Date: Thu, 12 Mar 1998 02:40:23 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 40 Message-ID: <35074B17.41C6@bournemouth.ac.uk> References: <6e0msh$j4a1@emeka.playstation.co.uk> <3504697E.3616DF2D@bournemouth.ac.uk> <35047aa3.18890875@news.playstation.co.uk> NNTP-Posting-Host: o2cg23.bournemouth.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01SGoldC-SGI (X11; I; IRIX 6.3 IP32) Hi Robert, some more waffling on about sprites and 3D models:- > 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. Mmmmm, that would be sensible, but I don't think that my Yaroze has any sort of sense whatsoever. I THINK that my ordering table has a length of 12, yet I tested my sprite with priorities of 30 and 50, and the 50 value definately put the sprite further "back" in the scene than 30. > 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? Errrrmm ... (sounds of brain clicking over ...) I didn't actually think that 3D models had priority values like sprites do as their 3D coordinates would dictate which was infront/behind in relation to the camera. But I guess they must be slotted into the OT somewhere, and I guess it must be possilble to extract where exactly they went in. I'm somewhat estranged from me Yaroze at the moment, but when I get back to it tommorrow I'm gonna look at this some more. To be honest, I was so chuffed that the goddamn thing worked that I haven't tested the theory of it overly much. My models never pass through each other, but it would be interesting to see what happens to the sprite if I take the collision detection off and let them merrily sail through each other. Later, Anna.