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Odd animated sprite behaviour

Hi there - quick question. I'm drawing an animated sprite by altering the uv from within a 2048 by 2048 texture (64 256x256 frames, arranged in an 8 by 8 grid). Mostly the animation displays correctly, except for uvs from the bottom row which don't draw at all. Is there a maximum texture size for uvs, and have I stepped past it? 2048 is pretty large, so I can cut it down if need be.

 

Cheers,

 

Robin.

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Re: Odd animated sprite behaviour

Nope - this is all me. If using manual sprites uvs are calculated from the top left hand corner, in common with most rendering systems. If using director2d they are calculated from the bottom left, along with screen coordinates - although that's probably a translation/camera issue.

 

Self inflicted problem solved :-)

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Re: Odd animated sprite behaviour

Glad to hear that you got it sorted :smileyhappy: Yes, the GameEngine2D library uses a coordinate system which has it's origin in the bottom left.
PlayStation®Mobile Dev Team
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