Path: chuka.playstation.co.uk!news From: Jake Turner Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Dim bloke with a TIM Date: Fri, 02 Oct 1998 08:53:11 +0100 Organization: Revolution Software Lines: 21 Message-ID: <36148667.7D9623E6@revolution.co.uk> References: <3600BC16.1B1AD4F9@cwmail.com> <36015389.64776317@shell.jps.net> <6uvual$5eg2@chuka.playstation.co.uk> Reply-To: jaket@revolution.co.uk NNTP-Posting-Host: 194.205.71.251 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (WinNT; I) Maurice Sibrandi wrote: > > > - make sure those sprites' upper left corners are aligned on > > 16-pixel boundaries and fit within a texture page. Otherwise > > interesting things will happen. > Does this mean that sprites can't be any bigger than 64 pixels? The docs > say the max. width is 256 pixels. A texture page is 256 16-bit pixels wide hence the 256 pixel width. Also if you are using 8-bit tim's (256 colour) then it is only 128 16-bit pixels wide. I have background images which are 256 pixels wide as a single sprite ! Hope this helps. -- Jake Turner : Token Rocket Scientist ========================================= Practive VI it may save your life one day