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BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 17th Sep 2003 02:08
In DBC, I used plains locked to the screen for a HUD, in DB Pro the same code just doesn't work. Is there a different technique required in Pro?

Here's the routines I used, they are from the Binary Moon tutorials...



BatVink
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Posted: 17th Sep 2003 14:46
To expand on this issue, If I use sprites I get a maximum 5 fps! I know that sprites are theoretically just plains, but something else goes horribly wrong when I use them.

Dr OcCuLt
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Posted: 17th Sep 2003 15:50
you can try PASTE IMAGE

FPS cross hera code
IanM
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Posted: 17th Sep 2003 16:41
... or you can swicth the sprite backsave off using the SET SPRITE command.
BatVink
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Posted: 17th Sep 2003 20:28
backsace off speeds it back up again, but the image is corrupted...any idea why it gets corrupted, even when the sprite is static? It becomes a blur of black and white lines.

Dr OcCuLt
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Posted: 18th Sep 2003 00:11
is it a ANIMATED SPRITE there some bug in p-5 with them.

i`v try load the image after the make the sprite


it look odd but it works for me
BatVink
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Posted: 18th Sep 2003 02:16 Edited at: 18th Sep 2003 02:16
Finally sorted it...

Backsave set off, Texture loaded with Mipmapping set on...works like a dream. I had switched Mipmapping off, thinking that it was redundant because the sprite would always be the same distance from the camera...wrong diddly wrong wrong!

The backsave I guess is not needed because in a 3D environment there is always an object behind it which will keep the screen "clean"

Codger
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Posted: 18th Sep 2003 20:38
StevieVee
Any chance of posting a sample working version of you HUD?

System
PIII 650 MZ H.P. Pavillion
394 Mem GeForce 4 400MX
BatVink
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Posted: 19th Sep 2003 12:00
Here's some of the code I've used. In the end it was very simple, it was just a case of getting the right combination of parameter settings. It seems a shame that all my hard work and struggles resulted in just 3 lines of code for each HUD element!

I was also told by someone that ghosting sprites causes problems with ghosted objects behind them, so I created all my graphics as PNGs and set my own transparency directly in the image.



I change the HUD sprites every Nth cycle, there's no need to update it 40 times a second, or whatever speed the game's running at.

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