On newish hardware does DirectX sprite depth matter?
- DoubleDutch
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On newish hardware does DirectX sprite depth matter?
Just made a (very early) test executable of SuperHero on Windows. Put a post about it on http://SinisterSoft.com/. Anyone want to test it out as I need to know if people have problems with 512 x 'n' sprites using DirectX 9 or do they have to be 512x512...?
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Re: On newish hardware does DirectX sprite depth matter?
Works fine for me (sprites, smooth scrolling, menus) on a mediocre integrated Intel graphics card.
I too have wondered if sprite dimensions really need to be square / powers of two...
I too have wondered if sprite dimensions really need to be square / powers of two...
- DoubleDutch
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Re: On newish hardware does DirectX sprite depth matter?
Thanks, it's been tested on gforce, Ati and now Intel - thats most systems out there. 
https://deluxepixel.com <- My Business website
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Re: On newish hardware does DirectX sprite depth matter?
By the way, did you make that game art?
- DoubleDutch
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Re: On newish hardware does DirectX sprite depth matter?
No, the graphics were originally done by David Bland using a map editor called 'TAME' on the Amiga that I wrote back in he early 1990's!
https://deluxepixel.com <- My Business website
https://reportcomplete.com <- School end of term reports system
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timfrombriz
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Re: On newish hardware does DirectX sprite depth matter?
Works fine on a Asus eee 901. Intel Graphics Chipset, smooth scrolling.
Im new to PureBasic, any chance to see how your blitter loop compares to mine. Ive found balancing a game timer vs VSync and Purebasic's SetFrame function impossible. I seem to never always a smooth continuous consistency with something simple like a bouncing rect.
Im new to PureBasic, any chance to see how your blitter loop compares to mine. Ive found balancing a game timer vs VSync and Purebasic's SetFrame function impossible. I seem to never always a smooth continuous consistency with something simple like a bouncing rect.