2D engine done. Advice on optimisation, please?

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Posts: 166
Joined: 2009.04
Post: #10
Frank C. Wrote:It's fairly painless to change your RGBA data to unsigned byte but non-floating-point UVs require that you scale the texture matrix, which may or may not be worth the effort.

Yeah ...

On the other hand, for my 2d module I let users specify texture coordinates using integer coordinates because most people are more comfortable using pixel coordinates when coding with 2d oriented APIs.

In other words I use something like this:

drawSprite(const RectangleI &screenRectangle, const RectangleI &textureRectangle, float scale,float rotate,int origX, int origY,const Color &tint=Color::White)
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2D engine done. Advice on optimisation, please? - warmi - Jul 24, 2009 04:41 PM
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