Hi everybody!
I'm pretty new to SFML, but I like it so far, and I would like to ask about that, should I use one big image and slice it, or use lot but little images as texture?
For example:
One big PLAYER.png file, but it contains all moves and animations, VS lot little png files, like:
player_animaton 1.png
player_animaiton 2.png
player_animaiton 3.png
...
and store them in a vector or list, like: std::vector<sf::Image> ...
I thought store the player moves and acts in lot but little images is better organized, but whenever I see a tutorial everyone use the one big image mode
Like:
Texture.loadFromFile("player.png", sf::IntRect(X_beginning, Y_beginning, X_end, Y_end));
But it seem slow to me, I do like better this way:
Texture.update(imageList[currentImage]);
//imageList is a vector which contains, the already readed images...
//currentImage is a number, which is the next frame...
/*btw, I don't know the difference between Texture.update() and Texture.loadFromImage(), but I assume the update is faster */
I'm not sure what's wrong with this mode, is it slow, or is it better? Why no one use it? Or if I try to make a game like diablo 2, then should I use 3D models, instead?
Sorry for the lot questions, but I'm not sure, I'm in the right way