Path: chuka.playstation.co.uk!news From: "Mario Wynands" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D Sprite TMDs? Date: 29 Oct 1997 06:12:07 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <01bce432$2030d460$0300010a@mario> References: <631mt6$qri1@emeka.playstation.co.uk> <3454a751.319110@news.playstation.co.uk> NNTP-Posting-Host: p25-max6.well.ihug.co.nz X-Newsreader: Microsoft Internet News 4.70.1155 Alex Amsel wrote in article <3454a751.319110@news.playstation.co.uk>... > I wrote some code to support 2d sprites (sorta). All it does is makes > an object face the camera all the time. Code could be adjusted to > support 1 plane or all 3 (depending where your camera will be). What I want to do is mix polygon objects with sprite objects in a 3D world. The approach I am currently taking is pairing the sprite objects with a GsCOORDINATE2 which represents the spatial positioning of the 'sprite' object allowing the game engine to treat all 'objects' the same. To draw the sprite it is scaled and rotated appropriately and its position in the ordering table is calculated based on the distance from the camera. At least that is what I was working on before I noticed the sprite type primitive in the RSD description which seemed a far easier way to go. That way my objects could be treated even more generically and I wouldn't have to mess around with all these extra calculations (especially when the majority of my sprites are going to snowflakes!). I may implement your approach as well to compare the two speed wise. Mario