Path: chuka.playstation.co.uk!news From: "Phil McCarthy" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: multiple clut TIMs Date: 17 Apr 1999 02:56:43 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 37 Message-ID: <01be887d$fefc7500$c920268a@myfatarse.bath.ac.uk> References: <7eba5u$nij3@chuka.playstation.co.uk> NNTP-Posting-Host: obol.bath.ac.uk X-Newsreader: Microsoft Internet News 4.70.1155 HPMAN wrote in article <7eba5u$nij3@chuka.playstation.co.uk>... > Hi everyone ! > > Does anybody got a tool/method to create TIMs with multiple cluts ? > > Thanks ! > > I've been wondering about this lately. I have a sprite I want to use twice, but with a different palette in each case. At the moment I'm just using two separate TIMs to do the job, but obviously this is wasting frame-buffer space. I haven't tried this yet, but I think you could set up multiple TIMs with different CLUTs, then use Timtool to position the TIMs at the same coordinates in the frame buffer, but give all of the cluts different positions. Then when you use GsIMAGE, point to the same place for the pixel data each time, but cycle through the cluts. This is a pretty poor way to do it if you want lots of CLUTs for a big sprite, as it has to be loaded into main memory multiple times. Though I suppose you could make all of the TIMs 1*1 pixel, except for the last one to get transferred to VRAM. Hmmm.... Or I guess you could even paint lots of cluts onto the frame-buffer using clearimage. Kind of labour-intensive though, even in 4-bit. Or draw a picture of a set of cluts and load it up as a 16-bit tim. No, don't do that. If anyone knows a nice way to do this, I'd love to hear it too. Cheers, Phil McCarthy.