Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Colin_Hughes@Playstation.sony.com Newsgroups: scee.yaroze.programming.2d_graphics Subject: banding tiles/sprites Date: 3 Jun 1998 11:29:24 +0100 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 41 Sender: news@chuka.playstation.co.uk Message-ID: <6l38i4$qjq1@emeka.playstation.co.uk> Reply-To: Colin_Hughes@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk via smtpd (for [194.203.13.2]) with SMTP; 3 Jun 1998 10:35:35 UT by camsg001.camb.scee.sony.co.uk (8.9.0/8.9.0) with SMTP id LAA00101 for ; Wed, 3 Jun 1998 11:34:51 +0100 (BST) From: Colin_Hughes@Playstation.sony.com To: news@playstation.co.uk Content-Disposition: inline For a fast sprite ( No rotation or scaling etc ) The u value should be even or you may have problems like that... To: Colin_Hughes@scee.sony.co.uk cc: (bcc: Colin Hughes) From: news@playstation.co.uk @ INET Subject: banding tiles/sprites:scee.yaroze.programming.2d_graphics From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scee.yaroze.programming.2d_graphics Subject: banding tiles/sprites I've been doing 2D stuff with the yaroze for quite a while now, and have recently noticed something wrong with the display of 2d tiles or sprites. Occasionally I get a "banding" effect that blurs just one vertical line of the tile or sprite, and the load to the main memory is fine b/c I went as far as to look at the byte values of the tim in there. It seems like the LoadImage() function is transferring the data into video memory wrong, or the actual hardware is blitting to the screen wrong. I haven't checked the data in the video mem yet, but that's what i plan to do next. If you'd like to see a screen shot of this problem and think you can help, let me know and I'll send you an attachment. Jamin