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