Talk:Sprite (computer graphics)

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Article quality is poor, and scope is too wide.[edit]

This article tries to describe many possible meanings of "sprite", frequently confusing one with another. Even when talking strictly about hardware sprites, there are actually many implementations, gradually growing in complexity. Overlay with priorities, linebuffer blitter, framebufer blitter. No display list, CPU/coprocessor-based display list, or opaque, hardware-driven display list.

Sprite hardware table is ugly. Looks like people just copied various tech specs from different sources, as result having different descriptions and measures for essentially similar hardware properties and capabilities. For example, why Amiga sprite height is "arbitrary" and 2600 sprites are 262 lines? Also, Amiga has several very different hardware facilities for manipulating 2D images and neither was originally called a sprite.

3D sprites is potentially a big entry by itself, as you can use 2D images in various ways, with different orientations and rendering approaches. (talk) 07:46, 16 June 2011 (UTC)

This article is ridiculous. The table comparing various systems' hardware doesn't belong here. Anyone that says anything like "Mario is my favorite sprite" needs to be blocked from contributing. Real sprite technology (as distinguished from sprite sheets drawn by fanboys) is not such a broad topic that a coherent article can't be written.--Drvanthorp (talk) 04:50, 15 December 2011 (UTC)

Sprites on Wikipedia[edit]

Wikimedia feature request: Support for sprites in order to show cropped views of large images. For example, zooming in on Mona Lisa's smile instead of showing the whole canvas. See bug 7757.Heyzeuss (talk) 17:40, 4 December 2011 (UTC)

This might be a function supported by some software sprite engines, but it is not a characteristic of sprites.--Drvanthorp (talk) 00:06, 29 December 2011 (UTC)

I'm Going to Gut the Entire Article[edit]

No kidding. This thing needs to be butchered like livestock. The beef will be an article on real hardware sprites, the workings and history of the hardware devices, and maybe a little info on how it lead to the development of software sprites. The beef -byproducts will be separate pages about spritesheets, web-based sprite-designed subcultures, spritesheets, and a list page for that badly designed table of various machines' graphic capabilities. Hope that this doesn't piss off the Mario fans; I'm guessing that it will be an uphill battle undoing the reverts from editors that prefer this muddled page as it is.--Drvanthorp (talk) 01:46, 29 December 2011 (UTC)

Should horizontal/vertical mirroring count as rotation?[edit]

Horizontal/vertical mirroring is included for Atari 2600 and NES under 'Rotation', but other systems that are currently listed as having no rotation support probably support mirroring as well. Should mirroring be included? (talk) 15:22, 27 January 2013 (UTC)


I propose the material about "sprites" in CSS should be moved to a separate article called Sprite (CSS) or similar. All these "sprites" have in common with traditional sprites, which this article is mostly about, categorised as, and pretty much referred to in all incoming links, is that they're small rectangular pictures. The CSS material even talks about cutting down HTTP loading time, when sprite graphics doesn't exactly have anything to do with network communications at all. If this trend continues, this article will become a jumble that throws the word "sprite" around to mean any kind of small picture. JIP | Talk 19:29, 27 November 2013 (UTC)

Comment: I think splitting is a bad idea. Contra many of the other comments, I think it's very useful to have a single point of entry that talks about hardware, software, CSS, etc. The idea surely transcends its implementation, and that's why the name rolls along as the techniques change. If you're interested in animation, it's all interesting. Frankly I think it's v usable as is, so thanks to its authors. BenM 18:42, 7 December 2014 (UTC) benm — Preceding unsigned comment added by Wordmatter (talkcontribs)
Support. The page is just too long to read. Stranger195 (talk) 07:46, 14 April 2015 (UTC)

What is "analog scaling"?[edit]

I saw it here first: List_of_Sega_arcade_system_boards#VCO_Object and it seemed nonsensical to me. Googling "Sega VCO object analog" is not helpful, I get few results and they (all?) seem to be from here. comp.arch (talk) 10:21, 26 November 2014 (UTC)

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Smooth X/Y movement.[edit]

One thing I've never been able to understand about sprites is how smoothly they can move across a screen. Even if the display resolution is quite low (like the blocky Atari 2600 graphics), they can translate from one coordinate to another in a much finer resolution than I would think possible. Why is this? --Navstar (talk) 23:21, 15 December 2016 (UTC)