Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Elliott Lee Newsgroups: scee.yaroze.beginners Subject: Re: Sprite sizes Date: Tue, 17 Mar 1998 13:42:33 -0800 Organization: Cisco Systems Lines: 30 Message-ID: <350EEE49.F515326E@netmagic.net> References: <6ellbo$eiv1@emeka.playstation.co.uk> Reply-To: tenchi@cisco.com 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) Lewis_Evans@Playstation.sony.com wrote: > > From: Lewis_Evans@Playstation.sony.com > To: news@playstation.co.uk > > Sprites can be as small as you like, down to 1x1 pixels. > You can display sprites anywhere on screen, no alignment > needed; alignments affect textures' pixel and clut areas in VRAM. > Must be due to something else. > > Lewis > > Is there a minimum size for sprites? I tried a 4x4 sprite over the weekend > and nothing appeared! However, on second thoughts, as the image of the > sprite was in a 16x16 grid that is used for background cells (the small > sprite used to be displayed by the background routine) the actual image of > the sprite is in the center of the cell. Could it have been because the > sprite did not start on a 16 pixel boundary along the X axis? > JohnT John, if you meant whether or not the sprite image data in VRAM had to be aligned on 16-pixel boundaries (not in the frame buffer), then yes. As a general rule, I align all my sprites onto 16x/16y pixel boundaries and I've had no problems ever since starting to do that. As for CLUTs, I align them only on 16x pixel boundaries. Maybe this helps? - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/