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.
Example: effective rendering
Re: Example: effective rendering
This is very pretty. It makes me wish my sprites didn't look like something that came out of a cat's ass.
Re: Example: effective rendering
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.
BTW: Nice TD Game.
Re: Example: effective rendering
Thanks x2sauer2 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.
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.
Re: Example: effective rendering
inkscape is pretty powerful when combined with the gimp, i highly recommend it
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