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...
*coughflatspritescough*
Actor Sprite Offsets
Moderator: GZDoom Developers
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
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- Location: QZDoom Maintenance Team
Re: Actor Sprite Offsets
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...
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...
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: Actor Sprite Offsets
Huh...
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.
But I agree, Nash, I found a few things that could be improved and did so.
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.
But I agree, Nash, I found a few things that could be improved and did so.