Re: [Super-tux-devel] 800x600 resolution
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From: Ingo R. <gr...@gm...> - 2004-05-09 00:30:00
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Ricardo Cruz <ri...@ae...> writes: > You kinda conviced me... But I still am afraid of artists lost and > speed. Well, speed shouldn't be an issue as long as we loaded > everything during the video mode setup... It could turn into an > issue, if we wanted stuff to be resized in-game. OpenGL can do resizing without a problem, software is to slow anyway if you want larger resolutions than 800x600. > Truth be told, I've never tested anything related with SVG (in > fact, KSokoban is really fast - it only has about six graphics > anyway :D) KSokoban also has a pretty steady screen, so its easy to optimize. With paralax scrolling layers like in SuperTux however you can't really optimize anything, OpenGL is the only hope for fast framerates. > And in case we don't also find a SVG engine for OpenGL, SVG will > have to be deal with by software-only. That would render SVG pretty much useless. > Anyway, I am willing to give it a try ;) (especially, because of that > png->svg converter) Forget that converter please, it will NOT work. > My proposal is that we, firstly, implemented a SVG engine into > the... My proposal is that we quickly completly forget about this SVG thingy please. There are currently neither the tools nor libraries around to make it much usefull, not even Mozilla has support for SVG at the moment and until you will get useable animation support in sodipodi there will go a few years into the land. > Agree? No, really not. > Anyway, I think this should get low priority, Low as in very very low, once I have a HD-TV and my display resolution is at 4000x3000 it might be worth to talk about it again, but until then its pretty much just a waste of time. Well, and even then I wouldn't go for SVG, but directly use the paint strokes that where used to generate the pixel graphics. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |