base:spritevectors
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base:spritevectors [2016-12-09 17:10] – bitbreaker | base:spritevectors [2016-12-09 17:17] – bitbreaker | ||
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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