why does not load large image after sprites initialization?
and
why does not load large image after sprites initialization?
Moderator: Stef
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Re: why does not load large image after sprites initialization?
You are calling SPR_clear() before SPR_init(..) ?? you should not do that ^^
Also initializing sprite engine means you reserve a part of VRAM to it and maybe you don't have enough VRAM to load the image then.
Also initializing sprite engine means you reserve a part of VRAM to it and maybe you don't have enough VRAM to load the image then.
Re: why does not load large image after sprites initialization?
but how to clean up the sprites after previous scene?...
In addition, this does not affect the result in my case.
I tried different variables in function SPR_init.Also initializing sprite engine means you reserve a part of VRAM to it and maybe you don't have enough VRAM to load the image then.
Re: why does not load large image after sprites initialization?
Solved:
called function SPR_end() after SPR_init ()
called function SPR_end() after SPR_init ()
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Re: why does not load large image after sprites initialization?
SPR_end() just after SPR_init() ?? you mean when you don't need it sprite engine anymore ? Calling SPP_end() means you close the sprite engine... if you just want to reset it you can replace SPR_end() / SPR_init(..) by SPR_reset() / SPR_clear() sequence which is faster Also you may try the new SPR_defragVram() method (only on github currently), it can be useful when you do a lot of add/release sprite sequence.
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Re: why does not load large image after sprites initialization?
I think you should investigate about VRAM usage looking into Kmod or other emulators providing VRAM view, difficult to say what is happening exactly here...