Is this useful?
BlitzMax Forums/BlitzMax Beginners Area/Is this useful? well not useful for anything fast ;-)
It wouldn't be called every cycle of course. Just wondering how people are getting the colors they want by using the 0 to 1 values. Is there a built in converter or are you guys just guessing?
This is where an "Inline" option would be handy. When the overhead of calling a function is more than the function itself, then the compiler would just replace the call with the function. So.
Would actually compile down to
Inline Function AddNumbers:Int(Number1:Int,Number2:Int) Return Number1 + Number2 End Function Print AddNumbers(10,15)
Would actually compile down to
Print 10+15
True, true.
Would love to see this someday
Would love to see this someday
The function works perfectly here. But I see what you're saying. It wouldn't be optimal in a realtime situation.
Instead of calling the glColor function it'd be faster to just do the math ie:
glColor3f( 100.0/255.0, 200.0/255.0, 245.0/255.0 )
Instead of calling the glColor function it'd be faster to just do the math ie:
glColor3f( 100.0/255.0, 200.0/255.0, 245.0/255.0 )
or do it in your head... you can make a pretty good guess about what fraction of 256 something is quite easily
yeah but if you type this glColor3f( 100.0/255.0, 200.0/255.0, 245.0/255.0 )
the compile should calc the values at compile time into a single constant, it shouldn't be doing the divisions at runtime so you are OK unless you replace one of the values with a variable.
the compile should calc the values at compile time into a single constant, it shouldn't be doing the divisions at runtime so you are OK unless you replace one of the values with a variable.
Would actually compile down to
Print 10+15
Print 10+15
Which would in turn compile down to a lazy 'Print 25' because constants were used =]