Original Post
Hey everyone. I just began working on my first side scroller in dx and I've run into a problem which I can think of ways to solve, but I want to make sure I'm doing it the most efficient way. I decided that since I'm a horrible artist (hence why I'm a programmer) I'd recreate one of my favorite SNES games using the sprites from that game. Well upon organizing the sprites in a logical way I ran across a problem. I understand all textures are to be mapped using a 0 to 1 floating point number system, where 0,0 is the top left corner and 1,1 is the bottom right corner. Now for some reason I can't seem to use smaller than 1 point of precision on my textures which limits me to what amounts to a 10 by 10 grid of sprites (100 total sprites). Is there any way to increase the precision? I have a total of 173 sprites I believe. Now I suppose the work around would be to use two different textures and switch them but it seems like it would be a resource hog to load another texture in the middle of an animation. Any insight would be awesome. Thanks everyone!