[SDL] Quick Question about animation.
Scott Harper
lareon at comcast.net
Tue Mar 20 09:15:12 PDT 2007
What you certainly COULD do if you wanted (and made your game require
newer graphics technology) is render to texture paste the extra
textures on top of your actual rendering where they used to be, just
faded out as they went progressively back in time, making sure you
stopped rendering NEW textures and started uploading to old ones,
perhaps a cyclic array setup would work for this.
I seem to recall there are three ways to render to a texture, at
least one of which works on older cards but is a bit slower due to
copying, and one for newer cards which is faster as it renders
directly into the texture memory.
-- Scott
On Mar 20, 2007, at 2:42 AM, Alberto Luaces wrote:
> El Lunes, 19 de Marzo de 2007 22:02, Kuon - Nicolas Goy - 時期精
> 霊 (Goyman.com
> SA) - 675 escribió:
>> Yes. If I remember correctly, there are some example of blur effects
>> in the red book.
>
> But IIRC those effects where implemented with the OpenGL
> accumulation buffer,
> a feature commonly *not* available on usual graphic cards, so
> you'll have a
> big performance penalty as the rendering will be done in software.
>
> Alberto
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