Path: chuka.playstation.co.uk!news From: Javier Ventoso Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: OT sorting Date: Tue, 30 Mar 1999 19:13:57 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <37010655.E6D3393C@mundivia.es> References: <36F0DBE6.5561@bristol.ac.uk> NNTP-Posting-Host: ninfovia234.mundivia.es Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; I) X-Accept-Language: en Change OT origin when you are making the floor packets, and retore it later. This code works very well and it's very easy, itsn't it? OT[BuffInd].org =zTable[BuffInd]+5; GsSortObject4( &Floor.DOBJ2, ... ); OT[BuffInd].org =zTable[BuffInd]; Cheers, Javier. Tom wrote: > I've been having a few problems with ordering tables recently. I've > designed a kind of 45% top down graphics engine for my latest project > and put in a walking mech model into it. The problem is that the feet of > the mech (which are separate models) keep flickering behind the floor > tiles. I tried a number of solutions, none of which worked, so I tried > sorting the mech in one OT and the level in another. This kind of works, > but I don't know what position in the world OT to sort the mech OT into. > I suspect it's got something to do with the distance of the camera from > the mech but everything I've tried seems not to work. > > Cheers, > > Tom