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Dark GDK / how to solve the problem with dbSpriteRotate()

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halley
13
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Joined: 27th Apr 2011
Location: China
Posted: 22nd May 2011 12:49
when I Rotate a sprite ,I find it has sawtooth at the edge. how can I sovle the problem? I need help.

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DeadTomGC
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Joined: 11th Aug 2010
Location: LU
Posted: 23rd May 2011 04:28
Quote: "sawtooth"

????
This sounds like your content or display mode is low resolution and you saw's teeth are pixels.
Can you provide a screen shot?


halley
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Location: China
Posted: 23rd May 2011 06:46
this is a screen shot.

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DeadTomGC
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Posted: 23rd May 2011 22:09
Sorry I didn't get back to you sooner. I tried a couple of things with that image you sent me, but to really be able to see what the problem is I will need to see what the sprite looked like before a rotation.


WLGfx
17
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Joined: 1st Nov 2007
Location: NW United Kingdom
Posted: 23rd May 2011 22:19
I've had a quick look through but I can't find a command that sets anti aliasing for sprites.

Warning! May contain Nuts!
halley
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Location: China
Posted: 24th May 2011 04:26
hello ,I uploaded the pic.

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DeadTomGC
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Posted: 24th May 2011 18:05
Well, One thing that you could do is create a number of images that properly represent the sprite at different angles and then rotate these only a few degrees before you get to the next image's position.

This should minimize the amount of distortion you get from rotating the sprite.


halley
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Posted: 25th May 2011 04:11
Good advice.Thank you!

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Hodgey
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Joined: 10th Oct 2009
Location: Australia
Posted: 25th May 2011 14:57
Hi, I don't have DarkGDK but I'm working on getting it . What you could try, DeadTomGC could you verify this, when you load your image try an extra ,1 at the end. So something like dbLoadImage("Yourimage.png", 1, 1);

DBPro allows this "Load Image "yourimage.png", 1, 1" so I hope there is an equivelant for DarkGDK.

The extra ,1 should keep pixel perfect quality.

A clever person solves a problem, a wise person avoids it - Albert Einstein
DeadTomGC
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Joined: 11th Aug 2010
Location: LU
Posted: 25th May 2011 17:16
Quote: "The extra ,1 should keep pixel perfect quality."


I'm pretty sure that only affects 3D, and I tried it a bunch of different ways in comparison to having no 1 there and got the same results. Although, It doesn't hurt to add that extra 1. So, I would recommend doing it.

Halley can try this to see for himself.


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