Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Elliott Lee Newsgroups: scee.yaroze.beginners Subject: Re: More Bugger Timutil!! Date: Wed, 18 Mar 1998 06:31:35 -0800 Organization: Cisco Systems Lines: 30 Message-ID: <350FDAC7.DEA67135@netmagic.net> References: <350F3C85.55F0601E@bournemouth.ac.uk> Reply-To: tenchi@cisco.com NNTP-Posting-Host: dhcp-e-39-237.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) Anna wrote: > > A-HAAAAA! Well, fixed the problem I was having last night when I > realised that the rearranging the Tim layout in TimUtil means that you > have to reset the Sprite 'u' and 'v' attributes to take into account the > texture page offset thingy. > > Unfortunately this only works for the sprite. The texture now loads and > displays itself, but appears to borrow the sprites clut, as it appears > in the sprites colours. I've checked to ensure that the cluts don't > overlap in the timlayout, so I'm wondering if there's some similar tpage > offset thingy for the textures? Probably. After checking things out, everything seems to be at least paragraph- aligned (16-byte boundaries). Even stuff being loaded into plain ol' RAM needed to be aligned properly for things like SsVabTransfer() and LoadImage(). Btw: I have a sprite loader mini library avaiable. If you get the Mine Field source code pack (see scee.yaroze.mydemos), you'll find it in the "library/" subdirectory. That should handle all the u, v, attribute settings, and so on, automatically. :) - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/