Anim Texture Query

Blitz3D Forums/Blitz3D Programming/Anim Texture Query

BODYPRINT(Posted 2004) [#1]
Just wondering if my animtexture needs to be a power of 2 for each picture in the animation or just the whole bmp that makes it up.

I don't want my game going wonky on older cards.


Gabriel(Posted 2004) [#2]
Since only one frame is applied at a time, it's the size of each frame that needs to be a power of 2. The image that contains all frames often *cannot* be a power of 2.


BODYPRINT(Posted 2004) [#3]
Cheers, thats what I thought.
Just thought I'd double check.


Mustang(Posted 2004) [#4]
?


LoadAnimTexture ( file$,flags,frame_width,frame_height,first_frame,frame_count )
Parameters:
file$ - name of image file with animation frames laid out in left-right, top-to-bottom order

flags (optional) - texture flag:
1: Color (default)
2: Alpha
4: Masked
8: Mipmapped
16: Clamp U
32: Clamp V
64: Spherical reflection map
128: Cubic environment map
256: Store texture in vram
512: Force the use of high color textures

frame_width - width of each animation frame
frame_height - height of each animation frame
first_frame - the first frame to be used as an animation frame
frame_count - the amount of frames to be used



Notice these: frame_width - width of each animation frame, frame_height - height of each animation frame...

http://www.blitzbasic.com/b3ddocs/command.php?name=LoadAnimTexture&ref=3d_a-z


BODYPRINT(Posted 2004) [#5]
Yeah, what about it?


Mustang(Posted 2004) [#6]
Well if you CAN set both height & width, wouldn't that suggest that you CAN use rectangular animated textures? Hmmm... well... after re-reading the question this is not really what you asked. Duh.


BODYPRINT(Posted 2004) [#7]
She's cool !! :-)
I thought you might have misunderstood the question.