Thank you Tom, groepaz and others.
You helped me to understand the good way of disabling sprites.
I wrote "smart" method, but I should have wrote "a method that works both on
emulators and hardware, and that takes a processing minimal time for the
console".
I wanted to know how to disable a sprite without wasting rendering cycles.
Thanks to you I know that :
I can use the double-size flag.
Put the Y coord to 160.
You're right also when you say that there is no use to have disabled sprites
lower in OAM that enabled ones.
That why this little official note wanted to say, so.
It sounds clear to me now.
The only thing I regret, is that I don't know how you managed to get the
official header files
(unless you are official developpers) ;|
-----Original Message-----
From: Tom Prosser [mailto:tom@...]
Sent: mercredi 1 août 2001 18:57
To: 'gbadev@yahoogroups.com'
Subject: RE: [gbadev] Method to disable (hide) a sprite
That's what it means to me, so use the double-size flag instead. Although
it's not mentioned in the manual, it's legal as, as groepaz says, it's
defined in AgbDefines.h as OAM_OBJ_OFF.
On the other hand, why would you have sprites off-screen that are lower in
OAM than on-screen ones anyway?
-----Original Message-----
From: Pierron, Christophe [mailto:CPierron@...]
Sent: 01 August 2001 12:57
To: 'gbadev@yahoogroups.com'
Subject: RE: [gbadev] Method to disable (hide) a sprite
Thank you
I've read from an official source that :
<<If the number for non-displayed (outside of the screen) OBJ in the OAM is
lower than that for displayed OBJ, the bigger the non-displayed OBJ's size
is, the less efficient the rendering will be. Please be aware of this
problem.>>
What does it mean to you ?
Does this mean that when we put too many objects outside of the displayable
screen
(for example Y = 160), the OBJ rendering performance is less efficient ?
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