base:spritevectors
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base:spritevectors [2016-12-09 17:09] – bitbreaker | base:spritevectors [2016-12-09 17:17] – bitbreaker | ||
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This is what sprites look like unexpanded. If only first line is stretched, nothing is displayed, if first line is skipped, display of solid lines start until also this line is skipped in the stretcher. | This is what sprites look like unexpanded. If only first line is stretched, nothing is displayed, if first line is skipped, display of solid lines start until also this line is skipped in the stretcher. | ||
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The nifty part is to write a data exporter that runs through all edges from left to right and finds out about the right order to build up the object with sprites with the right order/ | The nifty part is to write a data exporter that runs through all edges from left to right and finds out about the right order to build up the object with sprites with the right order/ | ||
- | ====== | + | ====== |
- | to be continued soon... | + | If the badline-supression is done per frame and not per line (but black background then) the ratio of edge building sprites and gap sprites can be shifted towards more edges, as more x-position writes can happen. Also this technique peaks on frames where a lot of nearly 45° slopes happen, else quite some rastertime is left, but on peaks (SID included) only 3 rasterlines are left at maximum size of 160x160. Also if going one pixel beyond in size, 3 gap sprites are needed for a single face and we run out of sprites anyway :-) |
+ | ====== Adding the Wurstglanz ====== | ||
+ | to be continued soon... |
base/spritevectors.txt · Last modified: 2020-07-28 08:42 by bitbreaker