GLBasic forum

Feature request => 2D => Topic started by: S. P. Gardebiter on 2010-Mar-19

Title: Drawing inked Sprites/Animations
Post by: S. P. Gardebiter on 2010-Mar-19
I'm asking for a function simular to alphamode. And no I'm not talking about Polyvectors.
A ink function for DRAWSPRITE and DRAWANIM that works together with alphablending would be wonderful :x
I can't use polyvectors, because it gets pretty slow if I use tilesets and draw more than 100 tiles with alphablending.
Title: Re: Drawing inked Sprites/Animations
Post by: Kitty Hello on 2010-Mar-19
I have no other method of doing an POLYVECTOR internally when you try to teint your sprites. POLYVECTOR is the way to go, sorry :/
Title: Re: Drawing inked Sprites/Animations
Post by: S. P. Gardebiter on 2010-Mar-19
Quote from: Kitty Hello on 2010-Mar-19
I have no other method of doing an POLYVECTOR internally when you try to teint your sprites. POLYVECTOR is the way to go, sorry :/

I could prerender it and store it into a sprite, but that would consume huge chunks of RAM :x
Is there really no other method? D:
Title: Re: Drawing inked Sprites/Animations
Post by: monono on 2010-Mar-26
@S. P. Gardebiter: Do you start a single polyvector for every sprite? I do use just one polyvec for hundrets of sprites in my new project. It works fine even with different alpha values. Surely you have to do the DRAWANIM like animation by yourself.
Title: Re: Drawing inked Sprites/Animations
Post by: S. P. Gardebiter on 2010-Mar-28
How should I do it with one Polyvec, if every tileset block is able to have a different color?

Edit: GLBasic was updated and Polyvectors should be faster now o:
I will try it.

Edit edit: The first 10 secounds it lags like *love making* hell, but after that it works stable. :)

Thanks Gernot! :good: