Re: [TuxKart-devel] Slowness - really related with Karts?
Status: Alpha
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sjbaker
From: Ricardo C. <ri...@ae...> - 2004-09-06 14:50:59
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Nope. Why? Does it support TTF fonts? The reason why I used SDL_ttf was because I was pointed to and there were already functions available to convert them into a texture. Cheers, Ricardo Em Segunda, 6 de Setembro de 2004 14:28, o Matze Braun escreveu: > Aehm did you actually take a look at what plibfnt does? > > Greetings, > Matze > > On Mon, 6 Sep 2004, Ricardo Cruz wrote: > > Em Domingo, 5 de Setembro de 2004 22:45, o Steve Baker escreveu: > > > Ricardo Cruz wrote: > > > > Oh, creating a texture for every character... > > > > > > Texture map switching would kill you. > > > > > > > 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... > > > > That's what I meant about a pixmap image. > > > > > Oh - wait! That's how the game was originally written before > > > everyone who thought they knew better came along! > > > > I was the one that implemented the TTF support. I don't really like > > games using TTF for various reasons from speed performance to ugliness to > > the fact that it's hard (or impossible) to add a missing(s) character(s). > > By the way, its funny that even console developers use pixmaps rather > > than vectorial graphics because they know how cpu expensive they can be, > > but most games still keep using TTF. > > > > But fact was that everybody seemed to agree that TTF usage was the way > > to go and someone would do it anyway. Since I've already done some work > > on the RaceGUI code, I stepped forward. > > Anyway, it is still time to revert this. If any pixmap (whataver the > > format Plib likes the most) is purposed, just send it to me and I'll > > revert things to use that. > > > > Cheers, > > Ricardo > > -- What did Mickey Mouse get for Christmas? A Dan Quayle watch. -- heard from a Mike Dukakis field worker |