I think Arowin is saying that there are sprites that equal an area larger then 3-4 hexes so drawing that many hexes outside the map still wont touch the base hex, hence the sprite STILL wouldnt be drawn because it''s so far away. I think thats what hes saying.
Arowin couldnt you just break the building up a little. Shorter pieces and just align those up to form the building so part of it would be drawn? Each smaller piece would have a base hex and the clipping method would probably work then.
Displaying Sprites
Well, generally how about this:
First layer is Screen layer
Second layer is your Pre-Draw Layer.
Yout biggest sprite is, say 10 Tiles each direction.
So make your second layer +6 (10/2 + 1 for safety,
) Tiles in each direction and you should always have your Base Tile on that map.
1 = Screen Layer (Screen size)
2 = Pre-Draw Layer (Well, bigger.
)
Would prolly use less memory and time than putting in dependencies... (I think, at least)
Well, gotta go...
I still miss my Ex Wife -
But my Aim is improving!
Edited by - OutOfBound on July 25, 2001 8:54:34 AM
First layer is Screen layer
Second layer is your Pre-Draw Layer.
Yout biggest sprite is, say 10 Tiles each direction.
So make your second layer +6 (10/2 + 1 for safety,

|------------------|| || |------| 2 || | 1 | || |------| || ||------------------|
1 = Screen Layer (Screen size)
2 = Pre-Draw Layer (Well, bigger.

Would prolly use less memory and time than putting in dependencies... (I think, at least)
Well, gotta go...
I still miss my Ex Wife -
But my Aim is improving!
Edited by - OutOfBound on July 25, 2001 8:54:34 AM
May you live in interesting times...
This topic is closed to new replies.
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