Re: [xmoto-dev] Z-buffer support in xmoto

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As i know, it's VERY important.
Because static blocs are calculated only at level generation and rendered very fastly
it's not possible with the dynamic bloc (because they can move).
For the alphabetic order, it's required to keep xmoto compatibility with older levels.
Tod will give you more information, however, he has not internet until monday  i think

Nicolas

Janek Polak a écrit :
Dnia Wed, 16 May 2007, me i am naskrobal
  
On 5/16/07, Janek Polak <benetnash@xxxxxxxxxxxxxx> wrote:

    
- create one vector of z-sorted objects. To draw frame renderer would
  have to scan this vector from start to end and choose objects which
  fit on screen. Also that objects can be cached to speed up rendering
  further frames.
      
don't forget to sort blocks with same z on their texture.
    
Why is this so important? Is it something with binding textures?

Also could somebody tell my why in GameRenderer there is a split of
geoms to m_StaticGeoms and m_DynamicGeoms? If both types are sotred in
one array we need only one function for rendering blocks, so everyting
is easier. I'm goming to remove this split, so please tell me if it's
important.

  



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