Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scee.yaroze.beginners Subject: More Bugger Timutil!! Date: 18 Mar 1998 15:50:07 -0000 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 32 Sender: news@chuka.playstation.co.uk Message-ID: <6eoqff$iac1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk via smtpd (for [194.203.13.2]) with SMTP; 18 Mar 1998 15:54:02 UT by camsg001.camb.scee.sony.co.uk (8.8.6/8.8.6) with SMTP id PAA20371 for ; Wed, 18 Mar 1998 15:53:43 GMT From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk Have you set the cx, cy sprite members according to the TIM - GsIMAGE.cx, cy members? See SCEE samples <2d> and 'Between The Eyes' for nice way to link a sprite to a TIM; works for any position or bit-depth of TIM, after linking the sprite is ready for GsSortSprite. Lewis 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? cheers, Anna.