I found again a programm, that use sprite3d but don't take care about the limits of the function.
So my suggestion: When a sprite3d is used not in one of the recommed resolution (256x256 and so on), it should ALWAYS draw white blocks or should crash/debugger stop.
When everyone have the problem, everyone will take care about it!
GPI
Edit: ClipSprite has the same problem, when the sprite is bigger than the screen (it seems, that only the width makes problems...)
Sprite3D - Hard Methode
Well, my system ALWAYS had problems with 3d sprite sizes which are not 128*128,256*256,512*512 and so on... Well, my GFX card is over six years old now... but it still works perfectly!
However, i totally agree that there should be a debugger warning and a HUGE and triple underlined warning in the manual about this. Or implement a duty resize which automatically resizes the loaded sprite if it doesn't fit...
However, i totally agree that there should be a debugger warning and a HUGE and triple underlined warning in the manual about this. Or implement a duty resize which automatically resizes the loaded sprite if it doesn't fit...

The truth is never confined to a single number - especially scientific truth!