Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Steve Tolin" Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: Flipping sprites on screen. Date: Wed, 19 Aug 1998 12:16:39 -0400 Organization: SCEA News Server Lines: 29 Message-ID: <6resju$g14@scea> References: <6rcmau$g13@scea> <35DA02AF.8093496C@jps.net> <35DA8D8D.5809@mdx.ac.uk> NNTP-Posting-Host: sud-tcs1-port7.vianet.on.ca X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:404 scee.yaroze.programming.2d_graphics:526 Thanks... I didn't even think about negative scaling...makes perfect sense.. Steve Tolin Thanks guys. Robert Swan wrote in message <35DA8D8D.5809@mdx.ac.uk>... >Elliott Lee wrote: >> >> Couldn't you set the scaling member to "0-(ONE)", effectively reversing >> the picture? Then you'd only have 1 sprite in memory and 1 GsSPRITE >> structure... > > >yep, scalex and scaley can be set to negative values, so -ONE would flip >it horizontally if put in the scalex member. Thing you might want to >watch out with this is that as it is basically a scaling operation, and >these operate around the current handle or hotspot of the GsSPRITE (set >by mx and my and by default in the top left of the GsSPRITE (and >incidentally not useable when using GsSortFastSprite, but then you cant >scale it anyway:))!) so when flipped, the hotspot would be the top right >of the GsPRITE then (apparently) so maybe thats summat to watch oot for. > >ROb (oops, meant Rob, been avoiding typeing DEnnis for too long!)