Textured sprites

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RPG
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Re: Textured sprites

Post by RPG »

I think that this algorithm must be implemented using shaders. Thus, FPS will be much better, and memory usage - less.
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Lafolie
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Re: Textured sprites

Post by Lafolie »

RPG wrote:I think that this algorithm must be implemented using shaders. Thus, FPS will be much better, and memory usage - less.
Not really. It wouldn't run each frame, just once when the sprites are loaded.
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RPG
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Re: Textured sprites

Post by RPG »

If you have more than 100 different skins you need to pre-render all of them into memory. With shaders you needn't ro do it.

This is simple shader, but unfortunately LOVE doesn't support shaders.
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Re: Textured sprites

Post by BlackBulletIV »

There's been a lot of talk about shaders, and vrld (who is a developer) has a fork which has them. I don't know what the status of them is though, I do they get included soon.
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Re: Textured sprites

Post by RPG »

Very good :D
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thelinx
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Re: Textured sprites

Post by thelinx »

The difficulty with shaders is that we need to use some kind of shader language that isn't restricted to one drawing backend.
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Re: Textured sprites

Post by bartbes »

More importantly, one that is lovely.
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BlackBulletIV
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Re: Textured sprites

Post by BlackBulletIV »

bartbes wrote:More importantly, one that is lovely.
Yeah, I'd love to code shaders in Lua with a lovely API, but I don't think that would be very speed efficient (double compilation).
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Re: Textured sprites

Post by Robin »

Having a nice set of pre-compiled shaders seems the best option to me.
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Re: Textured sprites

Post by BlackBulletIV »

Robin wrote:Having a nice set of pre-compiled shaders seems the best option to me.
Meaning people can't make their own? If so: :o
Last edited by BlackBulletIV on Mon May 23, 2011 6:15 am, edited 1 time in total.
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