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Bug Reports / Load Image/Sprite functions don't work correct

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RFrijhoff
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Posted: 12th Apr 2014 14:25
Unfortunately I have another problem. This time the load image/sprite functions don't seem to work correct.

When I load a first sprite, there is no problem.


However when trying to load additional sprites, it becomes all messed up.

Load and display a 2nd sprite:
non-working code (as you would expect it to work)
Result is: 2nd sprite is not loaded and instead of 2nd sprite displayed, 1st sprite is displayed.



This means that it looks like it ignores the image number parameter specified at the load image command and can only store one image.

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Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 12th Apr 2014 17:30 Edited at: 12th Apr 2014 23:13
This is the same problem you had before. What Window resolution are you using?

Your code works fine for me.

Edit Actually, your problem might have a different explanation. What happens when you comment out the first "wait key"?



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RFrijhoff
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Posted: 13th Apr 2014 23:02
First of all, it's absolutely not the same problem. In the first problem, I just got wrong sized images/sprites which was fixed by changing the window resolution.

In this case I don't get the sprites I should get.

See attached screenprint of the result of the code:

As you can see, the 2nd sprite is exactly the same (only scaled 50%) as the first sprite where as this should be a different sprite.
The wait key makes no difference at all (and it shouldn't).

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Green Gandalf
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Posted: 14th Apr 2014 17:13
Sorry. I misunderstood what the problem was. I didn't notice that you'd used the same image id in your two sprite commands - that's why you get only one image. Just correct that and you'll be fine.

It's still not a DBPro bug.

You should try to get your code checked in the main forum before posting here. In this case you should probably have spotted the error yourself - but then who am I to talk.



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RFrijhoff
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Posted: 15th Apr 2014 09:18 Edited at: 15th Apr 2014 09:23
Quote: "I didn't notice that you'd used the same image id in your two sprite commands"

It seems that you checked only the screenshot and not the code, otherwise you would've seen that I didn't use the same image ID for both sprites.



and the same goes for the sprite commands. (Check code!)

Even more to proof something is off:
I commented out the sprite commands and inserted make object plane and texture object commands:


And now I do get 2 different images as it supposed to be.
Green Gandalf
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Posted: 15th Apr 2014 12:06
Quote: "It seems that you checked only the screenshot and not the code"


Er, what do you mean? Those two commands are load image commands not sprite commands.

Quote: "and the same goes for the sprite commands. (Check code!)"


I have checked them. Have you?

Here are the offending lines in your code:



A simple check of the Help file will tell you how to use the sprite command.


Quote: "And now I do get 2 different images as it supposed to be."


Because you did it right that time.



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RFrijhoff
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Posted: 15th Apr 2014 14:53
I know now where the confusion lies. In every other program I know, when the image number is used in conjunction with sprite, it means the number of the image within the sprite (animated sprites) and not as in Dark Basic the loaded image.

This should be really much better explained in the help file (and a good tutorial would help too).

Thanks anyway for your help and my apologies for the inconvenience.
Green Gandalf
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Posted: 15th Apr 2014 16:25
No problem - we are all aware of the obscurities in the Help files.



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