Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.freetalk.english Subject: Re: Sprite sizes (was Plagiarism...) Date: Tue, 21 Jul 1998 12:29:57 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 24 Message-ID: <35B47BB5.1109@manc.u-net.com> References: <35B35498.6FCD@saqnet.co.uk> <1dch8jj.1l6k2u5e98xkrN@a1-88-100.a1.nl> <6p1mqa$46015@chuka.playstation.co.uk> NNTP-Posting-Host: manc.u-net.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) > I then told him that the largest sprite that can be done if you > wanted to use scaling, rotation etc.. (With GsSortSprite()) would be > an image the size of a texture page (64*256) I am not sure about this > as I remember reading somewhere that there was a limitation of the > GsSortSprite() in that it could only hanlde images of a certain size, > and any size over that would have to use GsSortFastSprite(). Sprites can most definitely be upto 256x256, be them 4 or 8 bit clut, or 15 bit direct, and be them registered with SortSprite or SortFastSprite. In Gravitation my title is enlarged to 16384 (ONE<<2) in the pixellated intro scroll and that is made up of two 15-bit direct sprites (one being 184 pixels wide when sized ONE), both GsSortSprite'd. I think problems occur in rotating large sprites (a major reason for not GsSortFAST'ing in the first place) but I guess that's to do with insufficient packet space, not a size limitation. Later, Jim -- ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------