ANIMATED SPRITES PROBLEM

Posted By: Cristiano_Iost

ANIMATED SPRITES PROBLEM - 04/24/12 12:37

When I put a Animated sprite (A8), it gets blurry and stretched, different of the A7, that looks corretly. The dimensions are correct.

Is need to adjust some option to works correctly?

Thanks.
Posted By: HeelX

Re: ANIMATED SPRITES PROBLEM - 04/24/12 13:53

Animated sprites are handled differently in A7 and A8. Normally, you won't notice anything like that. Though, this can happen, if you use e.g. the A7 default.fx with A8 or custom shader code that has not been correctly migrated from A7 to A8.

Do you use such shaders???
Posted By: Cristiano_Iost

Re: ANIMATED SPRITES PROBLEM - 04/24/12 17:18

No, havenīt any shader apllied in my level, nothing. Only I put the sprite in the level, in .tga or .pcx format, and the visualization of the animated sprite gets blurry and stretched.
Posted By: HeelX

Re: ANIMATED SPRITES PROBLEM - 04/24/12 22:50

Maybe you can upload the sprite somewhere and we can test it, too?
Posted By: Cristiano_Iost

Re: ANIMATED SPRITES PROBLEM - 04/25/12 00:45

Well you can test with a animated sprite of the 3dgs folder too that happens the same thing, but I can upload my sprite if you want. Where I upload to you ?
Posted By: HeelX

Re: ANIMATED SPRITES PROBLEM - 04/25/12 08:19

I have no problems with animated sprites here. Just use an 1-click filehoster to upload your stuff.
Posted By: jcl

Re: ANIMATED SPRITES PROBLEM - 04/25/12 08:46

If the sprite is too big for your 3D card, the engine automatically scales it down before rendering it. This is not a bug, but a feature.
Posted By: Cristiano_Iost

Re: ANIMATED SPRITES PROBLEM - 04/25/12 10:28

Ok, but so this feature is for A8 ??? Because in the A7 donīt happens, the sprite works corretly and I be using the same graphic card...
Posted By: HeelX

Re: ANIMATED SPRITES PROBLEM - 04/25/12 10:40

More details would be awesome, like the sprite size, the format, or the sprite itself...
Posted By: jcl

Re: ANIMATED SPRITES PROBLEM - 04/25/12 12:47

Yes, it's for A8 only. The A8 renderer is much faster than the A7 renderer, but requires the whole sprite image in video memory. A7 split the sprite in separate bitmaps and rendered them separately.

You can emulate the A7 behavior by script: split the image in separate BMAPs with bmap_createpart(), and animate the sprite with the bmap_for_entity() command. Then you have the old slow A7 behavior, but can step around your 3D card size limit.
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