Sprites/Quads/2d/3d - Why does it look different
Blitz3D Forums/Blitz3D Programming/Sprites/Quads/2d/3d - Why does it look different
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Simple question. If I render say a soldier into a set of animation frames I find that if I play the animated frames in a 2d blitz program they look basically the same as the rendered image (as you would expect). But when I display these images on a sprite/quad in 3d the quality seems to really degrade..the image becomes blocky and the colors look a bit off. Why is that...and is there a way to stop it from happening? |
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Try Syntax Error's excellent library: http://homepage.ntlworld.com/config/spritecontrol/spritecontrol.htm (Or see the Code Archives and look for skiracer's "Pixies" code.) |
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Hey thanks James 8-) Matty, I beleive it's to do with the fact that 3D uses texels rather that pixels. Getting nice sharp 3D quads proved a right job until skidracer released his pixies code (which I incorporated into SpriteControl & SpriteMaster). One thing to be aware of though ... If your animation strip is longer than the screen width you may get corrupt animations. I believe its a DirectX limitation rather than a Blitz3D one. Best thing to do is split the animation up into columns and rows like this: |---|---|---|---| | | | | | |---|---|---|---| | | | | | |---|---|---|---| | | | | | |---|---|---|---| |
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thanks |