Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Displaying 4/8/16 bit TIMs Date: Thu, 01 Oct 1998 14:35:22 +0100 Organization: Sony Computer Entertainment Europe Lines: 15 Message-ID: <3613851A.296524F7@scee.sony.co.uk> References: <6uvd90$gul12@chuka.playstation.co.uk> <6uvfi8$gul13@chuka.playstation.co.uk> <6uvtit$5eg1@chuka.playstation.co.uk> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b2 [en] (Win95; I) X-Accept-Language: en Maurice Sibrandi wrote: > > To be quiet honest, my code looks very much like the sample code for loading > TIMs and I still get the weird screens Try making the U value even. For 4/8 bit TIMs, you still specify the U coordinate in terms of rendered pixels, not texels, so the maximum width is 255. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe