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Old 08 January 2018, 11:20   #17
britelite
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Join Date: Feb 2010
Location: Espoo / Finland
Posts: 820
Quote:
Originally Posted by LaBodilsen View Post
I don't see it working to well with sprites, as transparency would be different for the top and bottom half of the sprite, so you would have to evaluate each pixel individually, and plot them one at a time anyway.
With bitmasks this wouldn't be a problem. But there are of course other issues to also consider with sprite rendering.

Quote:
also at least in Wolf3D, some sprites is only located on the bottom half of the screen (Ammo boxes, health packs etc.)
I would definitely make a separate routine for these cases.
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