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padding images with less than 16 pixel dimentions?

 
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binaryONE



Joined: 18 Apr 2006
Posts: 19

PostPosted: Sat May 13, 2006 12:22 pm    Post subject: padding images with less than 16 pixel dimentions? Reply with quote

This is wierd but i've found that i need to pad the textures that are less than 16 pixels in width/height.

Is that because of the alignment? cuz I wasted lots of time before i figured that i needed to do that... :/
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Sat May 13, 2006 5:36 pm    Post subject: Reply with quote

Since the GE operates with 16*8 byte blocks, it's most probably because of that. I'll put it on my todo-list to look into minimum alignments...
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binaryONE



Joined: 18 Apr 2006
Posts: 19

PostPosted: Sun May 14, 2006 7:18 am    Post subject: Reply with quote

Another thing I've noticed is when blitting a bunch of small sprites, one after the other (not in coord. sense, but sequence wise), some sprites don't show up on the screen...

I hope it's me doing something wrong :/

How would u sequence drawing an image made of 4 images?

lets say each image is 32 pixels wide and high and lets say we're using the blit examples advancedBlit function.

When I put 1 second delays in between each of the 4 blits, The screen
was acting very wierd on each draw, I can take screens if it helps...
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PlayfulPuppy



Joined: 05 May 2006
Posts: 22

PostPosted: Sun May 14, 2006 11:57 am    Post subject: Reply with quote

I'm not entirely sure, but you *may* be suffering from caching issues. Do certain sprites disappear depending on when you run the program? If so it probably is.

Have a look over here to fund out more about it, but for the cliff-notes version just add sceKernelDcacheWritebackInvalidateAll() somehwere before you draw your scene.
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binaryONE



Joined: 18 Apr 2006
Posts: 19

PostPosted: Sun May 14, 2006 6:22 pm    Post subject: Reply with quote

Thanks man, really nice link, ill try to follow the advices given, hope everything checks out.
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binaryONE



Joined: 18 Apr 2006
Posts: 19

PostPosted: Mon May 15, 2006 5:46 am    Post subject: Reply with quote

Yep, the sceKernelDcacheWritebackInvalidateAll(); function solved the issue with sprite missing pixels :)

Thanks a lot guys.

Hey chp, you should write a sticky of sort, 'the do's and don't's' and 'things to know' and include this in :).
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