Path: chuka.playstation.co.uk!scea!wal From: wal@blarg.net (wayne a. lee) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2D sprites in 3D scenes - some observations Date: Fri, 24 Apr 1998 13:45:38 -0700 Organization: SCEA News Server Lines: 30 Message-ID: References: <6e0msh$j4a1@emeka.playstation.co.uk> <3504697E.3616DF2D@bournemouth.ac.uk> <35047aa3.18890875@news.playstation.co.uk> <35074B17.41C6@bournemouth.ac.uk> NNTP-Posting-Host: dnai-207-181-237-139.dialup.dnai.com Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Yet Another NewsWatcher 2.4.0 In article <35074B17.41C6@bournemouth.ac.uk>, Anna wrote: > 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. If you're defining OTLength as 12, the OT array is actually 2^12 = 4096 entries long, so the maximum priority should be 4095. There was a discussion a while ago about GsSortOT(), and Stuart from dev support explained this about OTs (the example being discussed has an OTLength of 11): > The worlds 16bit, I take it 600 is the distance you want the small OT > from the viewpoint, and the large OT is 11bit. So 600/(65536/2048) = > 18.75 the value to include the little OT at. > > Gs divides the entire 16bit world into sections for the OT, so each OT > section in your case is 32 wide. The start and end of the the objects > within the world makes no difference at all. > > Stuart Just substitute "sprite" for "little OT" and you're set. -- wayne a. lee