Worked more on the terrain and tryed out the idea with tossing every single pixel on the texture to the GPU as a vertex...
First i had moderate FPS of 160 but no color information on them, so i looked up how SFML organizes it's stuff and made my terrain class extend the Drawable one.
I used the included Vertex class to generate my Colored Vertices... but it failed horrible. FPS dropped down to barely 60!!!
So I'm back to the old generation system.
I don't know it's not going into the direction i want it to be. The graphic style is too different from my other content and next try will be to convert the binary image to a hexagonal map that draws terrain sprites.
...
That should at least push the terrain in the right graphic style and maybe save me some performance...
I will also need to use the x,y coordinates as randomseeds for the used sprite... I'm kinda too spoiled by the MC Random class. It's so easy to use and so simple to get a random number in a given range... I wish that would be availible for C++ by default!
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