Textured sprites
Re: Textured sprites
I think that this algorithm must be implemented using shaders. Thus, FPS will be much better, and memory usage - less.
Re: Textured sprites
Not really. It wouldn't run each frame, just once when the sprites are loaded.RPG wrote:I think that this algorithm must be implemented using shaders. Thus, FPS will be much better, and memory usage - less.
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Re: Textured sprites
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.
This is simple shader, but unfortunately LOVE doesn't support shaders.
- BlackBulletIV
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Re: Textured sprites
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.
Re: Textured sprites
Very good
Re: Textured sprites
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
More importantly, one that is lovely.
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Re: Textured sprites
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).bartbes wrote:More importantly, one that is lovely.
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Re: Textured sprites
Having a nice set of pre-compiled shaders seems the best option to me.
Help us help you: attach a .love.
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Re: Textured sprites
Meaning people can't make their own? If so:Robin wrote:Having a nice set of pre-compiled shaders seems the best option to me.
Last edited by BlackBulletIV on Mon May 23, 2011 6:15 am, edited 1 time in total.
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