#167756 - DiscoStew - Thu Mar 26, 2009 5:32 am
Is it possible on the DS? For those that don't know what I mean, I mean where you basically draw the 2D or 3D elements one after another, and the element that was drawn last will cover the rest. It's kinda like layers, but specifically dealing with both 2D and 3D at the same time.
I know the DS has the hardware to do both, but they are separate, where you have 2D BGs/OBJs, and you have 3D that is placed only on BG0. In some circumstances, this would be fine when there are 2D elements only in front and behind all the 3D elements, but not when you want a 2D element to be placed in between two 3D elements. This is the kind of effect I was thinking of for a "dream project" (that I'd like to start one day if I ever got the chance and the time).
For a better description of what I'm talking about, think of the PSX Final Fantasy games, where the areas are pre-rendered, but work quite well with the inclusion of actual 3D elements.
The only way I can think of getting this particular effect is if all the 2D elements that can be between different 3D elements were actually part of the 3D elements themselves, being quads. But, not only can I not think of how to manipulate those to act like 2D elements like the hardware BGs/OBJs within a 3D scene, but they'd be affected by z-buffering, and what I'm looking for is more like what I said, a Painter's Algorithm, where the order they are sent in determines their visibility against the rest.
Would anyone happen to know how this could be done?
_________________
DS - It's all about DiscoStew
I know the DS has the hardware to do both, but they are separate, where you have 2D BGs/OBJs, and you have 3D that is placed only on BG0. In some circumstances, this would be fine when there are 2D elements only in front and behind all the 3D elements, but not when you want a 2D element to be placed in between two 3D elements. This is the kind of effect I was thinking of for a "dream project" (that I'd like to start one day if I ever got the chance and the time).
For a better description of what I'm talking about, think of the PSX Final Fantasy games, where the areas are pre-rendered, but work quite well with the inclusion of actual 3D elements.
The only way I can think of getting this particular effect is if all the 2D elements that can be between different 3D elements were actually part of the 3D elements themselves, being quads. But, not only can I not think of how to manipulate those to act like 2D elements like the hardware BGs/OBJs within a 3D scene, but they'd be affected by z-buffering, and what I'm looking for is more like what I said, a Painter's Algorithm, where the order they are sent in determines their visibility against the rest.
Would anyone happen to know how this could be done?
_________________
DS - It's all about DiscoStew