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Re: Textured sprites
Posted: Sat May 21, 2011 9:39 pm
by RPG
I think that this algorithm must be implemented using shaders. Thus, FPS will be much better, and memory usage - less.
Re: Textured sprites
Posted: Sun May 22, 2011 3:45 am
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.
Re: Textured sprites
Posted: Sun May 22, 2011 3:53 am
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.
Re: Textured sprites
Posted: Sun May 22, 2011 5:03 am
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.
Re: Textured sprites
Posted: Sun May 22, 2011 6:42 am
by RPG
Very good
Re: Textured sprites
Posted: Sun May 22, 2011 8:54 am
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.
Re: Textured sprites
Posted: Sun May 22, 2011 9:09 am
by bartbes
More importantly, one that is lovely.
Re: Textured sprites
Posted: Sun May 22, 2011 10:33 am
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).
Re: Textured sprites
Posted: Sun May 22, 2011 8:37 pm
by Robin
Having a nice set of pre-compiled shaders seems the best option to me.
Re: Textured sprites
Posted: Sun May 22, 2011 9:38 pm
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: