Path: chuka.playstation.co.uk!trsoft.demon.co.uk!ARoss From: Anthony Ross Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 2D HUD graphics on 3D Game Date: Tue, 27 Jul 1999 22:32:58 +0100 Organization: I Lines: 36 Message-ID: References: <7nfojq$i4m24@chuka.playstation.co.uk> NNTP-Posting-Host: trsoft.demon.co.uk Mime-Version: 1.0 X-Newsreader: Turnpike (32) Version 4.01 In article <7nfojq$i4m24@chuka.playstation.co.uk>, Tim Harvey writes >Dear Code Gods, > >Can anyone point me towards and samples / examples of code that show how you >get 2D display graphics (i.e. player map, life levels, item symbols) on the >screen while it is showing the 3D world and action. > Just load them up as normal sprites (well you may wish to mess around with transparency) and bung them in the OT so that their priority puts them closer to you than the 3D stuff. When you give priority 0 to several things then the order in which they are called sorts them in a more traditional way (even if it's reverse order) Eg. (in your screen update loop) GsSortSprite(&MessageSprite,&WorldOT[activeBuff],0); GsSortSprite(&StatusBarSprite,&WorldOT[activeBuff],0); {insert 3D additions to the OT here) Would draw your 3D world with an overlaid status bar and a little message icon showing up on the status bar somewhere (well I'm fairly sure that it would anyway) When the two 2d graphics are called with the same zero priority they are sorted so that the first item is closer to you (so the message sprite floats to the top). Hope this helps! ------------------------------------ Anthony Ross