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  Organized Structure of Rendering in Different Game "States" (LWJGL)  (Read 4813 times)
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Offline sproingie
« Reply #30 - Posted 2012-06-06 20:14:38 »

Like whats a power of 2 texture, and why cant I just load any image.
Whats a spriteBatch or textureAtlas; why are these things needed or at least so very encouraged.

Slick2D won't really let you get away without knowing these things either.  Try tiling your NPOT texture in slick, or managing a couple hundred individual texture objects without using a SpriteSheet.
Offline Cero
« Reply #31 - Posted 2012-06-06 20:36:35 »

Like whats a power of 2 texture, and why cant I just load any image.
Whats a spriteBatch or textureAtlas; why are these things needed or at least so very encouraged.

Slick2D won't really let you get away without knowing these things either.  Try tiling your NPOT texture in slick, or managing a couple hundred individual texture objects without using a SpriteSheet.


if by tilting you mean rotation: works just fine.
we actually only use tilesheets, everything else is still individual images. Works just fine. Of course it depends on how you do it.
If your textures are like 200x300, and you will only use 512x512 textures MAX, using spritesheets is not really useful, if you can hardly put 2 sprites on there.

Example : http://southtownexpress.deviantart.com/art/Takuma-KoF-XIII-Sprite-Sheet-279236989

I wouldn't want to make on image with an height of 17000 pixel =D
We do 512 or 1024 max, for compatibility reasons.

Offline sproingie
« Reply #32 - Posted 2012-06-06 21:43:12 »

I said tiling, as in "to tile".  IIRC, slick will pad it out to POT dimensions, which makes it not a tileable texture.

One texture per sprite is reasonably common for characters with very smooth animations.  I'm talking about one texture per frame, and yes some people actually try to do that.

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Offline Cero
« Reply #33 - Posted 2012-06-06 21:54:25 »

I said tiling, as in "to tile".  IIRC, slick will pad it out to POT dimensions, which makes it not a tileable texture.

One texture per sprite is reasonably common for characters with very smooth animations.  I'm talking about one texture per frame, and yes some people actually try to do that.

ah yes, I read tilTing, as in rotation I guess
(Slick hacks it so that an Image has the correct width and height, not POT, so tiling that way does actually work)

yeah for tiles you really have to use a proper implementation, in my case tilesheets and vbo's

well yeah, eventually we are going to do it properly too, we just want to release something first
anyway my point is, that it's nice slick at least lets you do this

Offline davedes
« Reply #34 - Posted 2012-06-06 23:28:46 »

IIRC tiling works fine for NPOT textures since Slick doesn't rely on GL_REPEAT. The texture fills just draw multiple quads within the same glBegin/glEnd. The downside of course is that seams will show if the texture uses GL_LINEAR and is being scaled.

For tiles VBOs won't help too much -- most of the performance loss comes from fill rate (or state switching if you aren't mindful).

Offline JESTERRRRRR

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« Reply #35 - Posted 2012-06-29 15:52:27 »

I also like and reccomend Java2D to begginers, I would of made no progress if i hadn't been able to draw game graphics with the ease of Java2D. Now onto opengl tho ^^
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