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... :/
padding images with less than 16 pixel dimentions?
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...
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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- Posts: 22
- Joined: Fri May 05, 2006 12:04 am
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.
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.