Re: [AD] Potential Optimization

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On Fri Jul 15 2016 08:16:40 AM SiegeLord wrote:
> That does seem like a useful function to have. It's sort of a
> generalization of `al_draw_glyph`.
> 
> Also, we could add a callback to the font itself to cache glyphs on a
> bitmap of your choosing, so you could e.g. stick it onto an atlas with
> the rest of your sprites. Then you could really draw everything in a
> single draw call.

I like this idea! +1

> -SL
> 
> On 07/14/2016 07:50 PM, trent@xxxxxxxxxx wrote:
> > That makes sense. What I need then is just al_get_glyph_region that
> > returns
> > x/y and bitmap of a font glyph so I can draw my own text. I tested this in
> > my game, with both fonts and graphics drawn using al_draw_prim and I've
> > gone from ~12 FPS to 60 in the menu...
> > 
> > On Wed, July 13, 2016 10:59 pm, SiegeLord wrote:
> >> I'm confused about this. The reason why transformations are applied as
> >> they are is so that you can change them in the middle of drawing
> >> multiple bitmaps. Does this change essentially remove that feature?
> >> 
> >> Also, it doesn't seem like this completely fixes mixing primitives and
> >> bitmaps, as if there's overlap, wouldn't bitmaps always be drawn over
> >> the primitives even if they're interleaved?
> >> 
> >> -SL
> >> 
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