[SDL] background / palette tricks
David Olofson
david at olofson.net
Fri Nov 9 17:37:02 PST 2007
On Saturday 10 November 2007, neil at cloudsprinter.com wrote:
>
> i'm thinking 3 layers of alpha blended 128x128 textures moving at
> different speeds across the backdrop, if the machine / my code cant
> hack it then it is disabled.
Sounds very, very, very expensive - much more so than the software
palette thing, I'd think... Alpha blending is unfortunately not
accelerated even in the backends that *do* accelerate opaque and
colorkeyed blits.
(Well, there is DirectFB and glSDL, but I doubt you'd have much use
for the former, and the latter comes in two forms: an application
side wrapper, and a real SDL backend that never went into 1.2.)
> maybe an old school style sine wave on one layer
Did you check out the new logo and highlight effects in Kobo Deluxe
0.4.1? They're somewhere around that level (opaque blits; one scan
line at a time) - that is, very low cost, at least for the highlight
effect. (The logo effect generates quite large numbers of small blits
due to the complex region.)
I think you can have more fun than that with cleverly designed
textures. I didn't spend all that much time tuning these effects, and
even less time "GIMPing" the texture. For starters, it doesn't have
to be just 1D modulation for the source. (I pick a line from the
source based on some function involving sin() and some cubes and
squares.) You could have a bunch of "layers" for the source, adding
another dimension of modulation for more interesting effects.
//David Olofson - Programmer, Composer, Open Source Advocate
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