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Quote from: Lionel Debroux on January 08, 2013, 10:55:03 amQuoteI can't blit a bunch of aligned images, I need to transform and blit separately each pixel of themAnd precisely, for generating each pixel of the large image (pixels which you will, indeed, later transform and draw separately), you could use tilemap definitions + tile images Yeah I know that, but now that I think of it, using tiles is slower than parsing a whole map, because in addition of the initial operations that applies to a large map you'll have to find, load and apply calculations to pixels of different tiles (things that you don't have to do with a single image). Of course it saves size, but make the program slower. I think I'm better with a single image per map (that doesn't mean I can't change my mind tho, if I optimize my program to go fast enough maybe I'll have both speed and lightness).
QuoteI can't blit a bunch of aligned images, I need to transform and blit separately each pixel of themAnd precisely, for generating each pixel of the large image (pixels which you will, indeed, later transform and draw separately), you could use tilemap definitions + tile images
I can't blit a bunch of aligned images, I need to transform and blit separately each pixel of them
I also want users to be able to create, load and play with their own maps, so hard-coding maps isn't a solution.
But for the draw-to-a-buffer thing, I could do that but that takes even more space than a single image map (tilemap + tiles + buffer, instead of only map).
QuoteBut for the draw-to-a-buffer thing, I could do that but that takes even more space than a single image map (tilemap + tiles + buffer, instead of only map).Yup, it temporarily raises the peak RAM consumption, so as to permanently reduce the storage consumption.
Not that I can't do that, but I also want users to be able to create, load and play with their own maps, so hard-coding maps isn't a solution. But for the draw-to-a-buffer thing, I could do that but that takes even more space than a single image map (tilemap + tiles + buffer, instead of only map).
In fact I'll go with tilemaps. The whole image can't even be entirely loaded, it's 800K in gif format but 42MB in raw format So I'll recode the display engine. Updates coming soon
Is tile mapping when you have an array and you draw textures according to the array?
If a half floor/half wall tile were treated like a floor tile then it would mean that half of the tile is treated incorrectly.