Path: chuka.playstation.co.uk!news From: shrewrs@aol.com (Robert Swan) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Rotation problems Date: Sat, 07 Mar 1998 15:20:18 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 31 Message-ID: <350164c2.10805581@news.playstation.co.uk> References: <35007aa1.25789418@news.playstation.co.uk> <3500A31B.174703CD@netmagic.net> NNTP-Posting-Host: stu-dialup16.mdx.ac.uk X-Newsreader: Forte Free Agent 1.11/32.235 On Fri, 06 Mar 1998 17:30:03 -0800, Elliott Lee wrote: >Yeah, I noticed the same weird behaviour too when rotating/sizing an >image of about 240x180 (or something like that). This happened a lot >when the edges of the sprite were clipped by the viewing window as it >rotated around. Maybe you can try breaking up your image into four >TIMs with their mx,my set to the inside corners and rotate about that? > >Yeah, you shouldn't have to do this, but maybe this might work. One >problem I see with this already is that if the GPU is using fixed- >point vectors, you might end up seeing cracks where the four images >are joined together. > Yeah, I was worried about the cracks too, which I'm sure would appear (seeing as they appear in 3d games) so I'm not too sure I'll take that approach. Also, now I'm not sure I could handle the frustration of doing it to find the results unacceptable :) >btw: what are you using 2+ 256x256x8 sprites for anyhoo? Well, I wanted these huge aliens to be larger than the screen in order to actually be impressive on screen. I also was going to use an picture of a terrain rotated to fill the screen to give a background for the game. As it is, people will have to be stuck with stars and maybe gassy backgrounds, which is a shame. Robert Swan rs108@mdx.ac.uk http://www.netyaroze-europe.com/~middex2