Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2 quick questions: CLUTS and 512 * 256 res Date: Fri, 17 Jul 1998 13:51:43 +0100 Organization: Sony Computer Entertainment Europe Lines: 26 Message-ID: <35AF48DF.BFA58605@scee.sony.co.uk> References: <35AF3DBC.FA6C9D48@easynet.co.uk> NNTP-Posting-Host: camfw01.millennium.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en Philip Gooch wrote: > > 1) Can a texture page have more than one CLUT? Yes. A CLUT's position in VRAM is independent of the position of the texture using that CLUT. > 2) Using 512 * 256 res. I like this because it allows me to display more > tiles without having to use proper high-res mode. This causes problems > for displaying images created on a 640 * 480, or any 4:3, monitor > resolution. As the aspect ratio is different (2:1 as opposed to 4:3), my > 32*32 tiles look stretched vertically. Is there a way round this, or > will I have to redesign my tiles to compensate? Not with 2D graphics. You'll have to stretch your tiles in the program, or redesign the tiles so that they aren't square. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Two elephants fell off a cliff. Boom Boom.