Re: [TuxKart-devel] Slowness - really related with Karts?
Status: Alpha
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sjbaker
From: James G. <j....@vi...> - 2004-09-05 22:00:14
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On Sun, 2004-09-05 at 22:45, Steve Baker wrote: > Ricardo Cruz wrote: > > Oh, creating a texture for every character... > > Texture map switching would kill you. I must admit I don't actually know what that means. Though as I've already said I was only talking about individual textures for numbers, not letters, to begin with. As I said in more recent email it now looks as though I'm not even going to do that. > > But why not just using a pixmap > > format then (rather than the vectorial one - TTF)? > > ...or you could put all the letters into one font texture... > > Oh - wait! That's how the game was originally written before > everyone who thought they knew better came along! The general consensus, even if you don't agree, was that the old gui sucked and needed replacing. Rather than write a whole new GUI from scratch code was instead taken from Neverball, which was known to work well and meet our needs. The Neverball GUI uses SDL_ttf, which was never an issue in Neverball because it doesn't have much mid-game text, it mostly gets used just for menu screens. The in-game text in the old TuxKart was heavily pixellated and very ugly. Given that SDL_ttf was already being used for the menu screens, by far the easiest way to fix this problem by just switching the text drawing calls to use SDL_ttf, rather than using one thing for menu screens and another for in-game status text. Also, as much as you'd like this GOTM to end up not working due to dependency issues/SDL issues, it's not happening. The in game text can be sorted out in a couple of hours. By far the biggest problem continues to be the speed of the 3D engine. I don't know much about 3D engines, and so I don't want to blame anyone or anything in particular for this, but what I do know is that it's not the fault of SDL or SDL_ttf. James |