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  • Thanks for the replies Ashley. We've drifting a little off-topic here but it doesn't matter since the conversation is productive.

    Another question regarding the texture handling: if I use external textures as in load files to fill sprites are the external textures all converted to PNG before the app runs? Is it faster to use external textures instead of ones inside the cap? When I add a sprite to Construct it converts it to a PNG, but if it's loaded in the runtime will Construct convert it to a PNG as well?

  • I tried resizing the sprite borders to the power of two and it works wonderfully! Using 32x32 instead of 32x24 fixed the clipping. Thanks for the hint. Though being forced to use square shaped borders kills a lot of possibilities with the tiling. I'd still like to see the possibility of being able to tile non-power of two shaped sprites without the pixel clipping problem.

    I wonder if it makes any difference in the clipping problem if you load the textures externally instead of internally. The external resource management is far from ready in this project but we'll get there.

    Edit: Right, next time I'll just go read the wiki word to word instead of swimming through bug reports.

    [quote:nre42lnv]The tiled background plugin renders fastest with a square power-of-two sized texture, i.e. 16x16, 32x32, 64x64, 128x128 etc. Using a texture of this size also results in very smooth scrolling, since other sized textures may introduce "seam" artefacts along the edges of tiles.

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  • Thanks for the quick reply.

    Still makes me wonder why the last pixels are clipped. I've been under the assumption that no matter what size the sprite/texture is it's dimensions are always stretched to the power of two in the GPU memory. What I meant is that if I'm tiling a 256x256 texture and I want to display properly without the clipped 1px lines on the sides I'd have to change the dimensions to 257x257 to correct the tiling and thus using 512x512 worth of memory. This is what I meant with the unacceptable solution.

    All in all the problem is fixable in the demonstrated way but it makes accurate level designing a lot of trouble since the things are not working the way they should be.

    Edit: Also yeah, I'm very precise with my work and want the outcome to be good and I of course generally do use texture sizes that fit to the power of two. Regarding sprites I see no sense in trying to limit the looks with the sizing since it IS supposed to work no matter what the sprite dimensions are since, as said earlier, the dimensions are fit into the power two in the GPU memory.

    Also, it's possible to do the things included in my examples with sprites and not use the tiled texturing at all but don't you think that that, if something, would be non-efficient? Instead of having a few big tiling vents I'd have to have tens upon tens of individual vent sprites. I'm sure you see this point of view.

  • The problem described in this report is still around: http://sourceforge.net/tracker/index.ph ... id=1003219

    Basically the tiling textures don't display properly. I'd like to know if there is a solution other than the ones used in my examples. Stretching the textures and in some cases doubling the memory with textures that are sized in the power of two usage this way doesn't count as a solution.

    Attached picture has a detailed explanation.

    http://planar-studios.com/files/example/tiledbug.png

    <img src="http://planar-studios.com/files/example/tiledbug.png">

    Example cap http://planar-studios.com/files/example/tiledbug.cap

  • Hi.

    Just recently we decided to release the sprite graphics of a product we developed here at Planar Studios free for non-commercial use. The graphics are from a presentation-like exploration game that was developed for a school located in Finland.

    The library consists of roughly 500 sprites from animated and static characters to various furniture and objects. It's all organized in categories. Additional details concerning the organization are written in the bundled readme-file.

    As written in the topic these sprites are released under the Creative Commons Attribution-Noncommercial 3.0 Unported license. Roughly broken down it means that you can do whatever you want with them as long as you give a fair credit to the original author. For commercial use you'd need a specially granted permission to use this library altogether. All this is written in greater detail in the bundled text files. License details are also available here: http://creativecommons.org/licenses/by-nc/3.0/

    To the point then. Here's some random picks from all of the library's categories. This picture should give a good idea of the style and looks of the sprites.

    <img src="http://planar-studios.com/img/screenshots/random-picks.png">

    Some examples for the use of the library:

    -base for game graphics

    -graphics for tutorial/demonstration code

    -placeholder graphics for rapid development

    -game graphics study

    -presentation graphics

    Download the library here:

    http://planar-studios.com/?nav=2&view=niilulib

    Direct download: http://planar-studios.com/download.php?file=niilulib

    Make sure to drop a line or two in my email if you find the sprites useful, I'm interested in the stuff people produce.

    Edit: bbcode fixes

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Zotged

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