help with sprites always in front of camera

Blitz3D Forums/Blitz3D Programming/help with sprites always in front of camera

SoggyP(Posted 2007) [#1]
Hello.

I'm writing a 3d app that displays a map and there are selectable entities on that map. I've created a sprite that is parented to the camera so that if any of the entities are picked the sprite is displayed in the centre of the screen telling me which one. Hurrah, so far!

The problem is that if I change the pitch, yaw or roll of the camera - ie, I'm tilting the landscape - the sprite buggers off elsewhere. I'm assuming this can be resolved by using entityyaw(), etc, but I'm not entirely sure what's required.

Can anyone give me some simple pointers? (and I don't want to use any third party stuff, good as it is)

Thanks.

Jes.


GfK(Posted 2007) [#2]
The best way is to use a separate, static camera for your sprites/HUD. Place it well out of the way of your main game area and use EntityOrder to draw the HUD camera last, then CameraClsMode HUDcam,false,true, so that it doesn't clear whats already on the screen upon rendering.


SoggyP(Posted 2007) [#3]
Hello.

Cheers, Jeff, that sounds like a plan :o)

Thanks,

Jes


MixailV(Posted 2007) [#4]
Simple way - use FastImage http://www.blitzbasic.com/Community/posts.php?topic=66995


GfK(Posted 2007) [#5]
He said he doesn't want to use any third-party stuff.


b32(Posted 2007) [#6]
And have you tried changing the SpriteViewMode?