LoadSprite squashes image

Blitz3D Forums/Blitz3D Programming/LoadSprite squashes image

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

You also want to use power of two images.

The sprite is probably 1024x512 or 1024x1024 because of how blitz works. Lets take a look at texture behaviour (same for sprites):

* If you have an image 257 pixels wide then blitz will use the next step up, which is 512.

* If you don't use power of two sizes ie. 2,4,8,16,32,64,128,256,512,1024 then it will be rounded up.

* It is best to use sizes that are power of two for clarity of your images too.

* Use cleartexturefilters command for the sharpest hud overlays and such. This will clear mip mapping. To re-enable mipmapping for loading other items, use texturefilter "",8 -- texturefilter and cleartexturefilters are states, which means you must call them before loading any items.

640x480 is a bad size to use. The most efficient for you would be 512x512.