Example: effective rendering

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appleide
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Re: Example: effective rendering

Post by appleide » Mon May 18, 2009 2:09 pm

I had no noticeable difference using either versions.

IMO its still a good idea to not calculate drawing for things outside the screen. In the textfield in LoveUI, for example, after typing alot of text you'd notice frame rate drop, even though set scissor is used. I suspect its the calculations done by SDL involved when drawing such a large string; it'd be more efficient if I only drew strings that I know are in display.

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Tabasco
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Re: Example: effective rendering

Post by Tabasco » Thu May 21, 2009 1:10 am

This is very pretty. It makes me wish my sprites didn't look like something that came out of a cat's ass.

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sauer2
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Re: Example: effective rendering

Post by sauer2 » Sun May 24, 2009 6:35 pm

The trick is to make them from vector graphics in inkscape. This way it is easier to make cartoon graphics than making them in gimp. ;)
BTW: Nice TD Game.

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Tabasco
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Re: Example: effective rendering

Post by Tabasco » Sun May 31, 2009 2:02 am

sauer2 wrote:The trick is to make them from vector graphics in inkscape. This way it is easier to make cartoon graphics than making them in gimp. ;)
BTW: Nice TD Game.
Thanks x2 :D

I'd heard of inkscape but always just wrote it off as some desktop publishing app. After taking a real look at it, I see that it's quite powerful.

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osgeld
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Re: Example: effective rendering

Post by osgeld » Sun May 31, 2009 2:38 am

inkscape is pretty powerful when combined with the gimp, i highly recommend it

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