Path: chuka.playstation.co.uk!news From: "JohnT" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Sprite Animation Date: Sat, 15 Aug 1998 12:57:30 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 29 Message-ID: <6r3t3d$ea97@chuka.playstation.co.uk> References: <6qdhg5$ldg6@chuka.playstation.co.uk> <6qedtn$ldg9@chuka.playstation.co.uk> NNTP-Posting-Host: nettech.demon.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 David Smethurst wrote in message <6qedtn$ldg9@chuka.playstation.co.uk>... > >Normster wrote in message <6qdhg5$ldg6@chuka.playstation.co.uk>... >>To anyone that can help, > >>I am new to Yaroze. I am having difficulty doing 2D sprite animation. Do I >>load each frame of animation to a separate frame buffer address, or do I >>load them into one texture page and access them. I am so confused. I need >>help!! >plug time: >Hmmm - take a look at my current version of SprLib : >http://www.netyaroze-europe.com/~ULTHWE >it should help a little bit for now. I have implemented the first idea, >where each frame is a seperate >file. The second way I am going to do this is to put all the sprites into a >single tim to load up then >access the different frames of animation through the u,v values. Generally >you will have to provide >the width and height for the library to work out where each frame is. I already use the u,v method in my AniSprite lib. Take a look in my Yaroze pages at http://www.nettech.demon.co.uk JohnT