This commit is contained in:
Glenn Maynard
2002-10-20 03:54:54 +00:00
parent 90f826b278
commit 269117402d
2 changed files with 34 additions and 0 deletions
+1
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@@ -1,4 +1,5 @@
------------------------CVS after 3.00 beta 6rc2----------------
BUG FIX: Crash handler restarts correctly.
BUG FIX: Fixed choosing song filenames when saving.
BUG FIX: Fix Endless crash when a song folder has over 99 minutes of songs.
BUG FIX: Can no longer keep a hold lit if it's missed completely.
+33
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@@ -6,6 +6,33 @@ Some of this is stuff I'm not quite sure how to deal with, but too
low-pri to bother bringing up on the list.
********
Resizing tiled textures is a pain: if we scale down a tiled 1024x1024
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,
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.
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)
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 ...)
********
Abstract NoteData completely, and then make the arrays vectors, so they
don't have arbitrary limits and don't take lots of extra memory.
@@ -237,6 +264,8 @@ obvious, minor ones here that nonetheless need to be done:
* no #pragma once
* MFC->STL is hard, because most STL implementations aren't very STL.
g++ 3.1 is much better, but VC6 isn't. (How is VC7?)
Hmm. Things aren't as bad as they seemed a while back; we should be
careful, but maybe it's not hopeless.
(This is long-term.)
@@ -303,3 +332,7 @@ This is probably difficult to implement reliably without having
access to all of the distinct adapter types, since this is very
special-cased.
********
Option to skip the music select screen and always pick all music.