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Sprite3D - Hard Methode

Posted: Wed Mar 31, 2004 7:18 pm
by GPI
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...)

Posted: Sat Apr 03, 2004 2:45 pm
by Andre
1) At least a debugger warning should be useful.

2) A note about clipsprite restrictions is already added to the v3.90 manual. :wink:

Posted: Sat Apr 03, 2004 4:25 pm
by GPI
Andre wrote:1) At least a debugger warning should be useful.

2) A note about clipsprite restrictions is already added to the v3.90 manual. :wink:
For both stand the limits in the manual, but it seems, that nobody read the manual. And when nobody take care about it, because on his system it runs perfekt...

Posted: Sat Apr 03, 2004 11:31 pm
by merendo
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... :twisted: