31
General discussions / Re: A few questions to main developers.
« on: March 02, 2015, 08:34:18 pm »Are you really comparing this to the version of OpenGL used internally? ...No no, I was just making an extreme example.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Are you really comparing this to the version of OpenGL used internally? ...No no, I was just making an extreme example.
The whole point of using a library is abstraction - not having to know how it really happens at a lower level. As long as the external behaviour is consistent, the library would have done its job. In the end, when you request SFML to draw something in your window, it doesn't really matter whether it happened through OpenGL, Direct3D, Mantle or OpenGL Next does it? That is the reason why you are using SFML as a library, so you don't have to know how it really does things.I disagree. One might use a library because it's abstractions are nice, but why are you stressing that the user should be happily oblivious to what goes on below the abstractions?
Thus if you want just one draw call, you'll have to add everything to ond vertex array and you need to sort and arrange the vertices the order they need to be drawn in.
Not the most recent screenshot, but until I'll officially open a topic here, it will do. The game is named "Rickety Racquet".
am I right you want to embed your encrypted images into the executable and then load them normally using loadFromMemory into sf::Texture?
I implemented a pathfinding algorithm known as a* forever ago, and it miraculously still works with It Always Ends In Nuclear War after all the changes I’ve made to the code (check out the above screen; purple tiles would be the path), but I’m going to have to improve the system further if I don’t want it to grind the game to a hault.
It's bad design and can lead to crashes. In most cases using globals to solve a problem is a bad decision.