Path: chuka.playstation.co.uk!news From: "Jan-Lieuwe Koopmans" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Rotation problems Date: Tue, 9 Jun 1998 20:58:58 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 50 Message-ID: <6lk0lk$1298@chuka.playstation.co.uk> References: <35007aa1.25789418@news.playstation.co.uk> NNTP-Posting-Host: amf1141.wxs.nl X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 >I've been using rotation on sprites extensively in my game, but have >come up with the following problems that REALLY annoy me. Is there >something obvious I am doing wrong, or is it (as I assume) yet another >bug in the psx (I was going to put 'another' in caps, but thought two >capitalised words would merely annoy) > >I have a sprite of size 256 by 256. (8 bit). It is perfectly within a >texture page. I put it on screen, with about 5 others, and the >computer slows right down; ridiculously so. Considering the processor >can handle several hundred 32 by 32 sprites per frame, a couple of >256x256 should be no problem. But it gets worse. I really wanted to >have these sprites zoomed by a factor of 2 and rotating. What happens >is that the sprites flicker on and off at random, and slow down the >game even further. I tried a workaround of using a 128x128 sprite and >zooming it by four, but to no avail. here are some strange results >I've found - > >256x256 sprite - very slow >256x256 sprite with rotation and/or scaling above x1 - not only very >slow, but flickers on and off >128x128 sprite with scaling x2 works >128x128 sprite with scaling above x2 and/or rotation flickers and >slows down >smaller sprites than 128x128 when scaled above x3-4 with rotation it >appears that certain angle values are ignored. Eg, when at angles >1024, 2048 etc it draws it as though at angle 0 > >These problems are wierd and annoying. It now means instead of having >a lovely huge 256x256 sprite scaled to be over a screen in height I >now have to settle for a measly 128x128 sprite that looks tiny >(especially since I switched my game to hi res mode) > >I've got enough packet workspace... any suggestions before I smash up >my university's property? I made a tiny program with 180 stars (as GLINE) in the background and a 256x120 translucent sprite, rotating and scaling (screen res. = 512x240) in PAL mode while drawing translucent filled boxes with a size of 512x240 over them. I don't have any problems... (The first part uses 240 smaller translucent, rotating, scaling, brightness controlled sprites with the 180 GLINE stars in the background... No problems down there either). Greets, Jan-Lieuwe