? Extra Data in Sprite Rotation (Page 1) ● SmileBASIC Source Forums

Sign In

Register
*Usernames are case-sensitive
Forgot my password
This website has been moved, please see this post

Extra Data in Sprite Rotation

  • #1 ✎ 1528 rando Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Second Year My account is over 2 years old Website Avatar Taboo I didn't change my avatar for 180 days Website When I rotate a sprite in multiple ways, I can see part of the sprite next to it on the sprite sheet. But when rotation is set to 0, I get none of that. Posted
  • #2 ✎ 408 MZ952 Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Third Year My account is over 3 years old Website Reading I like to read books! Hobbies Oh, that's funny. Can you like make a code demo of it? I don't think I've encountered that before. Posted
  • #3 ✎ 1130 snail_ Power User QSP Contest 1 Contest Participant I participated in the first SmileBASIC Source QSP Contest! Helper Received for being very helpful around SmileBASIC Source Achievements Amazing Contributor Someone thinks I'm an awesome person who has done so much for the community! Achievements This is due to a rounding error related to sprite rotation. The transform they use can cause 1 or 2 pixels to bleed in from adjacent sprites. They use OpenGL 3D tech to render the sprites because it's just easier; sprites are UV-mapped textured quads, the GRP sheets are textures loaded in VRAM. But for some reason the rendering of the textures creates lots of artifacting when scaling or rotating. It's a known and stated problem and the recommendation is to just leave spaces between your sprites on the sheet. Posted
  • #4 ✎ 1528 rando Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Second Year My account is over 2 years old Website Avatar Taboo I didn't change my avatar for 180 days Website Cool I actually have the whole line of pixels next to the sprite, because the sprite next to it is just a box. Anyway... To replicate this, just fill the entire area next to your sprite so that all pixels adjacent to the sprite are colerful. Then create that sprite and rotate it 45 (I think) degrees. Posted
  • #5 ✎ 408 MZ952 Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Third Year My account is over 3 years old Website Reading I like to read books! Hobbies Come to think of it. I think my only experience with sprites has been to create a uh dynamic canvas thing for a drawing program. Never created a game engine with sprites, which is why I never encountered this. Must be a common occurrence? Posted
  • #6 ✎ 1882 12Me21 Syntax Highlighter Received for creating the code syntax highlighter on SBS Night Person I like the quiet night and sleep late. Express Yourself It's very common with UV mapped textures I've noticed it in animal crossing lol Posted
  • #7 ✎ 100 kantackistan You also might get bleed just by moving the sprite. That might be a side effect of either using SPLINK or setting the X and Y coordinates to decimal values. Posted
  • #8 ✎ 190 DFrost Expert Programmer Programming no longer gives me any trouble. Come to me for help, if you like! Programming Strength
    This is due to a rounding error related to sprite rotation. The transform they use can cause 1 or 2 pixels to bleed in from adjacent sprites. They use OpenGL 3D tech to render the sprites because it's just easier; sprites are UV-mapped textured quads, the GRP sheets are textures loaded in VRAM. But for some reason, the rendering of the textures creates lots of artifacts when scaling or rotating. It's a known and stated problem and the recommendation is to just leave spaces between your sprites on the sheet.
    Why don't they give US access to OpenGL in a limited fashion? SB4 better have built-in 3D acceleration in a future update. Even a native PERSPECTIVE function would be great... They have access to 3D acceleration. Why not use it on both SB3 and SB4?
    Posted