Re: [Super-tux-devel] 800x600 resolution
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From: Tobias <tob...@gm...> - 2004-05-09 00:50:08
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Am So, den 09.05.2004 um 2:29 Uhr +0200 schrieb Ingo Ruhnke: > 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. As stated in another mail the solution would be to have a Surface structure that saves the svg source, the sdl_surface the results from it and the open_gl texture, which in turn results from the sdl_surface. The speed would be the same as in the current engine only with a longer startup time. If we want to print the image scaled it would have to created on demand from the stored svg source. (using cairo) > > 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. Yep, OpenGL and SVG don't exclude each other and I think THAT WOULD BE something innovative! > > 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. Look above. > > Anyway, I am willing to give it a try ;) (especially, because of that > > png->svg converter) > > Forget that converter please, it will NOT work. Not 1:1. > > 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. You don't have to help in our experiment. But you can't forbid me to test something out. > > Agree? > > No, really not. There is nothing to lose. If it fails, I and others still learned something about vector graphics programming. > > 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. I can think of other areas than screen resolution, where SVG could make life easier. Don't have the time to write it down now, because my bed is crying for me. Greetz... Tobias Gläßer |