Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Scott Cartier Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: More Sprite Problems Date: Tue, 25 May 1999 10:27:37 -0700 Organization: SCEA News Server Lines: 38 Message-ID: <374ADD89.236B37A2@vmlabs.com> References: <7iemck$sfd28@chuka.playstation.co.uk> NNTP-Posting-Host: vmlabs38.vmlabs.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; U) X-Accept-Language: en Could it be the CLUT entries in your TIM don't have the semi-trans bit set? You can find out in TimTool under (I think) "CLUT Options". In the list of colors, if the color has an X through it then it is semi- trans (or opaque in the case of pure black). That's about the only thing I can think of. Scott > Hello all, > > Well , what can I say - I posted a post (can you say that?) the other day > about sprite semi-trans, and took the advice I was given, which got me on > the correct road to applying semi-transparency on sprites. However, it > does not seem to want to work. Ie, for an 8 bit sprite with semi trans on, > I'm using : > > sprite.attribute = (1<<24)|(1<<30)| and I think it's (2<<28); // > 1<<24=8 bit, 1<<30 semi on, 2<<28 semi rate > > No matter what I try, the sprite does not seem to want to be semi > transparent over another! I've even tried using just the (1<<24) attribute, > and then > turning on semi trans later on using attribute |= (1<<30), but still no joy. > Anyone any ideas - Ie Do I have to GsSort them to the the table in a certain > order ? > > Just so you know, I can get semi trans to work on gradient lines, Rectangles > etc, so I don't think it is the application method that is the problem. I > think it is something very simple, but just can't for the life of me think > what it is..... > > Any help mucho appreciated! > > Cheers! > > Tones 8)