SDLx::Sprite rotation artifacts and size limitation

2012-04-23 Thread Andreas Lund

Hi,

Running Strawberry Perl on Win 7 x64 I have installed SDL and Alien::SDL from
CPAN (selecting option 1) and I'm writing a twin stick shooter game for fun. I
have three questions:

1) When rotating sprites using the -rotation() method the sprites often get a
line of artifact noise along one of the sides, usually the right and/or
bottom edge of the original sprite. The effect is not constant and the
original sprites are all 100% transparent at the edges so I believe the
artifacts are introduced by the rotation algorithm. Or is it?

2) After experimenting with different sprite sizes, it seems that there's a
limit somewhere. When attempting to load a sprite that's too large, I get a
seemingly valid sprite object that just doesn't seem to render anything. Is
there a known size limit to sprites or could this be a driver issue? Or am I
overlooking something?

3) How exactly does the 'alpha_key' property work? I tried setting it to the
ubiquitous bright purple (FF00FF) but this just caused half my sprites to
become completely invisible. When using PNG files with an alpha channel, using
a key color seems pointless to me, which makes the POD example code somewhat
confusing:

# spawning can include almost all of the above:
my $sprite = SDLx::Sprite-new(
  image   = 'hero.png',   # or surface = SDL::Surface
  rect= SDL::Rect,# or x = $x, y = $y
  clip= SDL::Rect,
  alpha_key = SDL::Color, # or [$r, $g, $b]
  alpha = 1,
  rotation  = 45, # degrees
 );


If anyone is interested in a sneak peek, here's the code:
http://floyd.atc.no/Programming/Perl/IfItMoves/2012-04-23.zip

Suggestions are welcome :-)

--
Andreas Lund (fl...@atc.no)
Tel: +47 90077162
#include disclaimer.h
Look at you hacker, panting and sweating as you run through my corridors.
How can you challenge a perfect immortal machine? -- SHODAN, System Shock


Re: SDLx::Sprite rotation artifacts and size limitation

2012-04-23 Thread Tobias Leich
Hi Andreas,

Am 23.04.2012 09:53, schrieb Andreas Lund:
 Hi,

 Running Strawberry Perl on Win 7 x64 I have installed SDL and Alien::SDL from
 CPAN (selecting option 1) and I'm writing a twin stick shooter game for fun. I
 have three questions:

 1) When rotating sprites using the -rotation() method the sprites often get a
 line of artifact noise along one of the sides, usually the right and/or
 bottom edge of the original sprite. The effect is not constant and the
 original sprites are all 100% transparent at the edges so I believe the
 artifacts are introduced by the rotation algorithm. Or is it?
Do you have a screenshot? I just can think of problems when
anti-aliasing and transparency come together...

 2) After experimenting with different sprite sizes, it seems that there's a
 limit somewhere. When attempting to load a sprite that's too large, I get a
 seemingly valid sprite object that just doesn't seem to render anything. Is
 there a known size limit to sprites or could this be a driver issue? Or am I
 overlooking something?
See http://sdl.perl.org/SDL-GFX-Rotozoom.html, I believe width+height
must be less than 16384.

 3) How exactly does the 'alpha_key' property work? I tried setting it to the
 ubiquitous bright purple (FF00FF) but this just caused half my sprites to
 become completely invisible. When using PNG files with an alpha channel, using
 a key color seems pointless to me, which makes the POD example code somewhat
 confusing:

 # spawning can include almost all of the above:
 my $sprite = SDLx::Sprite-new(
   image   = 'hero.png',   # or surface = SDL::Surface
   rect= SDL::Rect,# or x = $x, y = $y
   clip= SDL::Rect,
   alpha_key = SDL::Color, # or [$r, $g, $b]
   alpha = 1,
   rotation  = 45, # degrees
  );
Ya, alpha and blitting is not the easiest things as someone might think.
If you have a png file with alpha channel, and applying an alpha color
key to it should reset the alpha channel. At least that is what I would
expect.
You cant mix the alpha channel and alpha key.


 If anyone is interested in a sneak peek, here's the code:
 http://floyd.atc.no/Programming/Perl/IfItMoves/2012-04-23.zip
Will have a look then ;o)

Cheers, FROGGS

 Suggestions are welcome :-)

 --
 Andreas Lund (fl...@atc.no)
 Tel: +47 90077162
 #include disclaimer.h
 Look at you hacker, panting and sweating as you run through my corridors.
 How can you challenge a perfect immortal machine? -- SHODAN, System Shock


Re: SDLx::Sprite rotation artifacts and size limitation

2012-04-23 Thread Andreas Lund
Mon, 23 Apr 2012 20:56:21 +0200, Tobias Leich em...@froggs.de wrote:
 Hi again,
 
 Its quit cool, but I'm not that good when it comes to do two things at
 the same time ;o)
 
 I can't see anything strange when rotating the player-sprite.

The problem isn't constant but it's very annoying when it does appear. I've
posted an example screenshot here:

http://floyd.atc.no/Programming/Perl/IfItMoves/SDL-Sprite-artifacts.png

Tip: If you have downloaded the code, try setting $cheatmode = 1 to become
immortal. You can now hit TAB a few times to spawn more enemies.

--
Andreas Lund (fl...@atc.no)
Tel: +47 90077162
#include disclaimer.h
Look at you hacker, panting and sweating as you run through my corridors.
How can you challenge a perfect immortal machine? -- SHODAN, System Shock