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Author Topic: setTextureRect() or setTexture()  (Read 4835 times)

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dverg

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setTextureRect() or setTexture()
« on: February 12, 2013, 09:03:11 pm »
Hi

sorry, if this question is already answered, but I got a database error while using the search function...

I'm just switched to SFML 2 and currently I'm reading through the documentation. The new way to use sf::Sprite with sf::Texture instead of sf::Image seems very interesting to me.

But here is my question:
If I want to implement an animation, would it be better have several sf::Texture's and switch the images from the animation with sf::Sprite::setTexture().
Or is the better way to have one large sf::Texture containing all the animation images and then, each time the image should change, calling the function sf::Sprite::setTextureRect().

thanks and I apologize for my bad english :)

masskiller

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Re: setTextureRect() or setTexture()
« Reply #1 on: February 12, 2013, 09:46:55 pm »
setTextureRect(), constantly binding new textures is slow and painful.

Thor has some animation classes and there's also class for that in the wiki if you don't want to reinvent the wheel.
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Laurent

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Re: setTextureRect() or setTexture()
« Reply #2 on: February 12, 2013, 10:12:12 pm »
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setTextureRect(), constantly binding new textures is slow and painful.
This argument is relevant only if you only have one texture in your whole game, otherwise it doesn't make any difference ;)
Laurent Gomila - SFML developer

masskiller

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Re: setTextureRect() or setTexture()
« Reply #3 on: February 13, 2013, 02:53:15 am »
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setTextureRect(), constantly binding new textures is slow and painful.
This argument is relevant only if you only have one texture in your whole game, otherwise it doesn't make any difference ;)

True, I didn't express myself as well as I should have.
Programmer, Artist, Composer and Storyline/Script Writer of "Origin of Magic". If all goes well this could turn into a commercial project!

Finally back into the programming world!