Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Elliott Lee Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Invisible 256x256 TIM limit? Date: Tue, 10 Feb 1998 10:01:18 -0800 Organization: . Lines: 64 Message-ID: <34E095EE.99BA51E@netmagic.net> References: <6bp6mn$3jg1@emeka.playstation.co.uk> Reply-To: tenchi@netmagic.net NNTP-Posting-Host: dhcp-e-39-245.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; U) *nod* That what was what I was going to try next. This will prove useful when saving the contents of the screen. E.g. using sprites to compose a background image and saving the background into memory. - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/ Lewis_Evans@Playstation.sony.com wrote: > > From: Lewis_Evans@Playstation.sony.com > To: news@playstation.co.uk > > You _can_ display TIMs with a width greater than 256, but need to be a > little devious. > > All polygons, sprites, etc have uvs for texture mapping; these are type > unsigned char, > hence the 0-255 limit. The timv.bat viewer probably assumes this, as do > most programs. > (The main reason for this is that texturing with such large TIMs carries a > heavy price > if you texture many polys, due to severe texture cache missing and > reloading each time). > > However, if you use MoveImage or LoadImage, you can get a 320x240 > image onto screen without any need for chopping it into bits. > Eg MoveImage: just directly copy the texture from off-screen to the > double-buffer area of VRAM. > > Lewis > > To: Lewis Evans > cc: > From: news @ playstation.co.uk > Subject: Invisible 256x256 TIM limit?:scea.yaroze.programming.2d_graphics > > From: dblee > Newsgroups: scea.yaroze.programming.2d_graphics > Subject: Invisible 256x256 TIM limit? > Content-Type: text/plain; charset=us-ascii > Content-Transfer-Encoding: 7bit > Hello, > I played around with the sprite functions over the weekend and ran > into a problem with a 320x240 TIM. Apparently the width was clipped > to 256 pixels. I don't remember reading about this limitation in the > documentation or in any message in this newsgroup. > When displaying the image back (I tried 8-bit CLUT and 15-bit > direct versions of it), I got about 3/4 of it. Coordinates > (0,0)-(255,239) seemed to be fine, but (256,0)-(319,239) seemed to > be just a wrap-around of the first 64 pixels. > I eventually gave up and chopped the image in half (two 160x240x8 > TIMs) and that filled out the screen. :P If anyone knows why this > happens, please let me know if I'm doing something wrong. > p.s.: the TimUtil.exe viewer converted it fine. The preview showed > a full 320x240 image just fine. However the timv.bat viewer only > ended up showing a 64x240 window of the image stretched out over the > entire screen. Odd. > Puzzled, > - e! > tenchi@netmagic.net > http://www.netmagic.net/~tenchi/yaroze/