This commit is contained in:
Glenn Maynard
2002-10-20 09:49:17 +00:00
parent dc06849fa0
commit 0b1cd44364
+15 -9
View File
@@ -11,7 +11,7 @@ texture to 256x256, then we need *four pixels* of buffer between each
tile to ensure they don't bleed into each other. Splitting all tiled
bitmaps into lots of smaller textures sounds good (for other reasons,
too). But for fonts, this would create hundreds of tiny textures; that
would be a performance hit (four fonts could mean over 1000 textures,
would be a big performance hit (four fonts could mean over 1000 textures,
and we'd have to flush the render queue *every character*--ack.) Maybe
BitmapTexts could pre-render their text; then they'd be nearly free,
but changing text would be more expensive. Maybe too expensive; eg.
@@ -19,17 +19,23 @@ the Oni timer changes every frame. But we might have to do that anyway
with fallback fonts; how is Jared implementing that?
If we split tiled sprites apart, we can also tile BGAs with only one
render, by using the texture matrix (I think--maybe we'd just have to
stretch.) Then we might be able to use multitexturing (if available)
render. Then we might be able to use multitexturing (if available)
for BGAs, to render multiple BGALayers in one pass; they get slow. Tricky
to interface, though.
Even with texture wrapping off, I'm still seeing borders. With my new
texture loader, the bottom gameplay frame has a black border instead of
a gray one. Is that the border color or is it still wrapping? Either
is a problem; even if it *is* the border color, it shouldn't render anything
there. (Can the border be set transparent? But that would cause transparent
borders, which might cause seaming ...)
Hmm. The two times we want to scale textures (to fill the texture)
are 1: when we're going to wrap the texture and 2: when the image is
larger than our maximum texture (eg. due to the max texture size option).
In case #1, we want the resize filter to wrap. In case #2, we don't.
We should only wrap filtering if the texture is going to be wrapped.
Is it actually noticable? Might reduce seams in tiled BGAs.
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Make RageTextureManager handle refcounting, not RageTexture.
We'll use a pre-loaded texture even if we're loading it with different
hints. Probably never an issue.
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