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39
OVERVIEW
The
WORLD CORE
graphics system is divided into two primary sub-
systems:
TILE GRAPHICs
and
SPRITE GRAPHICs
.
SPRITEs
are small
graphical objects that can be freely positioned anywhere on the dis-
play, and will be introduced in the next chapter.
TILEs
are rectangular
graphical blocks that repeat in grid patterns to build large scenes,
architecture and terrain. A good way to understand the difference
between the
TILE
and
SPRITE
subsystems is to think of
TILEs
in terms of
building an environment, and
SPRITEs
in terms of populating that en-
vironment with avatars, beings, or other objects.
The display consists of an active area with a 160 x 192 pixel reso-
lution, surrounded by an inactive black border. The active area is
divided into 120 locations, organized in a 10 x 12 grid. Each grid
location is further subdivided into a 16 x 16 pixel bitmap displaying
one of two currently selected
TILEs
. In order to understand how these
TILEs
are selected, rendered, and organized into larger patterns, we
will now take a look at how the
WORLD CORE
processes graphical
data.
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Содержание MING MECCA
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Страница 7: ...vii INTRODUCTION All manuals and user guides at all guides com...
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