Proposal
-----------
Change LoadAnimImage so that it accepts an optional flag to "keep images within same texture".
DrawImage will then not change texture at render when different frames are drawn, if the previous frame was of the same texture.
reason for proposal
-------------------------
Currently LoadAnimImage forces the split into seperate textures, and with animated aliens for example, leads to progressive slowdowns as demonstrated on this thread: http://www.blitzbasic.com/Community/posts.php?topic=41644
The changes will enable tilemap displays, as well as real game situations to be rendered much, much faster and will benefit lower end hardware.
Unneccesary texture switching is avoided currently in blitzmax while drawing single images, but not with LoadAnimImage.
In a real game situation this has led to progressive slowdowns, not currently demonstrated in the samples.
Please post your own comments and any thoughts, they are very welcome. I am personally hoping BRL will take these issues on board and make the relevent optimisations.
-----------
Change LoadAnimImage so that it accepts an optional flag to "keep images within same texture".
DrawImage will then not change texture at render when different frames are drawn, if the previous frame was of the same texture.
reason for proposal
-------------------------
Currently LoadAnimImage forces the split into seperate textures, and with animated aliens for example, leads to progressive slowdowns as demonstrated on this thread: http://www.blitzbasic.com/Community/posts.php?topic=41644
The changes will enable tilemap displays, as well as real game situations to be rendered much, much faster and will benefit lower end hardware.
Unneccesary texture switching is avoided currently in blitzmax while drawing single images, but not with LoadAnimImage.
In a real game situation this has led to progressive slowdowns, not currently demonstrated in the samples.
Please post your own comments and any thoughts, they are very welcome. I am personally hoping BRL will take these issues on board and make the relevent optimisations.