It looks like maybe Sprite3D is using Direct3D's Wrap texture addressing mode but I think the Clamp address mode is preferable for #PB_Sprite_Texture if it stops this wrapping problem (Of course I might be completely wrong here, I'm just guessing how Sprite3D and Sprite3DQuality work)
Code: Select all
InitSprite()
InitSprite3D()
InitKeyboard()
OpenScreen(640, 480, 16, "screen")
CreateSprite(0,64,64,#PB_Sprite_Texture)
StartDrawing(SpriteOutput(0))
Box(0,0,32,64,RGB(0,0,64))
Box(32,0,32,64,RGB(255,0,0))
StopDrawing()
CreateSprite3D(0,0)
Sprite3DQuality(1)
ZoomSprite3D(0, 256, 256)
Repeat
FlipBuffers()
ClearScreen(0,0,0)
Start3D()
DisplaySprite3D(0,192,112,255)
Stop3D()
ExamineKeyboard()
Until KeyboardPushed(#PB_Key_Escape)
End
