Update.
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@@ -1,4 +1,5 @@
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------------------------CVS after 3.00 beta 6rc2----------------
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BUG FIX: Crash handler restarts correctly.
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BUG FIX: Fixed choosing song filenames when saving.
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BUG FIX: Fix Endless crash when a song folder has over 99 minutes of songs.
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BUG FIX: Can no longer keep a hold lit if it's missed completely.
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@@ -6,6 +6,33 @@ Some of this is stuff I'm not quite sure how to deal with, but too
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low-pri to bother bringing up on the list.
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********
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Resizing tiled textures is a pain: if we scale down a tiled 1024x1024
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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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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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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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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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********
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Abstract NoteData completely, and then make the arrays vectors, so they
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don't have arbitrary limits and don't take lots of extra memory.
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@@ -237,6 +264,8 @@ obvious, minor ones here that nonetheless need to be done:
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* no #pragma once
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* MFC->STL is hard, because most STL implementations aren't very STL.
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g++ 3.1 is much better, but VC6 isn't. (How is VC7?)
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Hmm. Things aren't as bad as they seemed a while back; we should be
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careful, but maybe it's not hopeless.
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(This is long-term.)
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@@ -303,3 +332,7 @@ This is probably difficult to implement reliably without having
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access to all of the distinct adapter types, since this is very
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special-cased.
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********
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Option to skip the music select screen and always pick all music.
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