Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: banding tiles/sprites Date: Wed, 03 Jun 1998 12:16:23 -0700 Organization: Cisco Systems Lines: 30 Message-ID: <3575A107.789BF738@netmagic.net> References: <35747c33.107351303@news.scea.sony.com> Reply-To: tenchi@cisco.com NNTP-Posting-Host: dhcp-e-39-237.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; U) Are you absolutely sure that you didn't stick your CLUT into the image? I accidentally did that a couple times. My output was that no matter where I moved the image, it displayed fine except for one of the lines had garbage in it. Upon closer examination I realized I had positioned the clut wrong and it ended up smack in the middle of the TIM. Bwahahahaa.... - e! Jamin Frederick wrote: > > > 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 -- - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/