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base:spritevectors [2016-12-09 17:17]
bitbreaker
base:spritevectors [2020-07-28 08:42] (current)
bitbreaker
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 ===== Sprite vectors ===== ===== Sprite vectors =====
  
-Basically one can also draw edges by displaying sprites and manipulating their x-position per line. If done so from left to right and with rising priority, several edges can be stacked and thus a vector being build. The rightmost edge then needs to be drawn in background color. But faces might not get bigger than 24 pixels and higher than 21 pixels, a bit small. Also other restrictions hit in, like badlines which makes it impossible to manipulate all sprites each rasterline.+In 2010 Glance presented a vector in there Demo Snapshot, that updated at 50 frames per secons. The technique used therefore was originally named SMGF (Sprite Masking Gap Filling), yet only black blackground was used and no x/y-movement. 
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 +So as you see, basically one can also draw edges by displaying sprites and manipulating their x-position per line. If done so from left to right and with rising priority, several edges can be stacked and thus a vector being build. The rightmost edge then needs to be drawn in background color. But faces might not get bigger than 24 pixels and higher than 21 pixels, a bit small. Also other restrictions hit in, like badlines which makes it impossible to manipulate all sprites each rasterline.
  
 As a first step, we can expand all sprites in X and Y to achieve more effect area, but this is still not satisfactory. As we inspect the shape of a cube, we notice, that it maximum has 3 edges on the left side and a final edge at the right to separate it from the background. So if we manage to display those 4 edges with 4 sprites, we are already on a good way and only need to change 4 x-positions per rasterline, do we? As a first step, we can expand all sprites in X and Y to achieve more effect area, but this is still not satisfactory. As we inspect the shape of a cube, we notice, that it maximum has 3 edges on the left side and a final edge at the right to separate it from the background. So if we manage to display those 4 edges with 4 sprites, we are already on a good way and only need to change 4 x-positions per rasterline, do we?
base/spritevectors.txt · Last modified: 2020-07-28 08:42 by bitbreaker