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Re: Actor Sprite Offsets

PostPosted: Thu Oct 24, 2019 10:25 pm
by Nash
Cooke, I think a worthwhile project before moving forward would be the sanitization of HWSprite::Process. I think it's time we cleaned up the mistakes we made* for good...


Re: Actor Sprite Offsets

PostPosted: Fri Oct 25, 2019 8:31 am
by Major Cooke
Bear in mind, HW::Process is specifically for OpenGL. This doesn't affect things like software renderer, or softpoly.

Granted, it'll run fine on the software renderer and softpoly because those have fewer things to manage but still...

HOWEVER I just had an idea. I'm going to try something...

Re: Actor Sprite Offsets

PostPosted: Fri Oct 25, 2019 12:06 pm
by Major Cooke
Turns out my suspicions were correct. It was just outright better to add support for flat/wall sprites than to exclude them. That had the added boon of improving performance too.

I guess flag checking certainly does choke the system when done so much. :P

But I agree, Nash, I found a few things that could be improved and did so.