2D engine done. Advice on optimisation, please?
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.
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)
|Messages In This Thread|
2D engine done. Advice on optimisation, please? - warmi - Jul 24, 2009 04:41 PM
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