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Optimized Surfaces
#67
Mozza Wrote:This toturial is fine, apart from the map animation. If the map animation stay in the lower and upper buffer, they will not work as you would have to clear the upper & lower buffer every animation frame. If you use the Middle buffer they will work, but you will be able to walk over the fringe animation tiles. If you clear the upper & lower buffer every frame the map will dissapear as you will clear the map. Thats the only problem i can see with this tut.

POST EDIT
Sorry, i've just realised Mirage don't have Fringe animation layers. Sorry don't listen to me i don't know what i'm talking about.

You still have difficulty understanding buffers don't you.

The 'layering' effect is still there. If you render the Fringe Animation tiles after the player, even if you render them to the Middle Buffer, it will still appear above the player on the game screen.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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