Path: chuka.playstation.co.uk!news From: "Philippe.Lorin" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Double buffering in 640*x Date: Thu, 22 May 1997 19:23:17 +0100 Organization: LIR, Fac. des Sciences Rouen (France) Lines: 18 Message-ID: <33848F15.41C67EA6@soleil.dir.univ-rouen.fr> References: <33843521.41C67EA6@soleil.dir.univ-rouen.fr> <3384475D.6083@interactive.sony.com> NNTP-Posting-Host: soleil-gw.dir.univ-rouen.fr Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (X11; I; SunOS 4.1.3 sun4m) Philippe Lorin wrote : > 2 .- I've already used sprites and tiled-maps on another system (ST). > My sprites routines didn't do clipping, I just had a working area bigger > than the real screen, so that when a part of a sprite had to be drawn > outside there was no problem. I'm happy that the psx hardware provides > clipping. But it seems that I can't ask it to draw sprites with negative > coordinates, so how can I draw something that is not entirely on the > screen ? Stuart answered : > It is possible to set up sprites specifying where the origin of a sprite > is, eg the centre, using (mx,my). This does mean that you have to use > GsSortSprite which isn't as fast as GsSortFastSprite. That could solve my problem. If my sprite's origin is specified as its right bottom corner, that works. But I'd prefer each sprite to have its origin centered... Then, at the position (100,0), one half of the sprite can be displayed, but what about (100, -1) ?