0 Members and 4 Guests are viewing this topic.
Be sure to post a screenshot, or even better the textures file
Bump,nRC_loadBMP now automatically detects and handles :1-bit monochrome bitmaps (B/W)4-bits grayscales bitmaps (16 colours)16-bits R5G6B5 bitmaps (65,536 colours)24-bits R8G8B8 bitmaps (16,777,216 colours, but they are scaled down to the Nspire screen, so either 16 or 65,536 colours)They're the most common types of bitmaps :) I planned the support for paletted bitmaps for later, since it's pretty complicated.Also, I added some constants to make porting the engine easier, so this should make your life easier Spenceboy98 :)Also, the new build of the demo now uses relative paths, so you just have to put textures.bmp.tns in the same directory ;DI also formatted the whole directory in a logical way x) documentation will be included in the next release (I hope :P)EDIT : of course, if you have any wish for this engine, please share your ideas, I'll be happy to add them to my TODO list :)
I was wondering if for some textures, you could actually generate some programmatically (especially for geometric ones), maybe it would take less size ?
double sqrt1(double x){ if(x<0) return 1; double a = 1; double b = x; while (abs(a-b)>1){ a = (a+b)/2; b = x/a; } return a;}
Okay. It looks messed up, but here's Prizm screenshots:When you enter the game: