Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.freetalk.english Subject: Gs_Sprite sizes Date: Tue, 21 Jul 1998 12:24:04 +0100 Organization: Sony Computer Entertainment Europe Lines: 22 Message-ID: <35B47A54.A6126CE0@scee.sony.co.uk> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en Sprites can be a maximum of 256 * 256. It's important to distinguish between the RENDERED width (the width you see on the screen) and the DATA width (the width of the image in VRAM). If you're using a 15-bit TIM, the rendered width is the same as the data width. For an 8 bit TIM, the rendered width is double the width of the data width, because the data is compressed into half the space. And for a 4 bit tim, the rendered width is 4 times the size of the data width, for similar reasons. The size of a texture page is always 256x256 _rendered_ pixels, but in terms of VRAM this might mean 256, 128 or 64 VRAM words (16 bits each) depending on whether you're using 15bit, 8bit or 4bit tims. When you're specifying UV coords, it's in rendered pixels, not VRAM words. Thus the maximum UV coords you can specify are always 255,255, and the smallest is 0,0. If you want to display something bigger, you'll have to split it up into more than one sprite. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Biggest Oxymoron: MICROSOFT WORKS