Path: chuka.playstation.co.uk!news From: Philip Gooch Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: 2 quick questions: CLUTS and 512 * 256 res Date: Fri, 17 Jul 1998 15:02:26 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <35AF5971.8FFDBC0C@easynet.co.uk> References: <35AF3DBC.FA6C9D48@easynet.co.uk> <35AF48DF.BFA58605@scee.sony.co.uk> NNTP-Posting-Host: 193.131.140.246 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) James Russell wrote: > 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, > Wow. Fast response. Thanks again James! Phil