Wgl Tests
| RoboNes |
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Forum Elder
    
Group: Developers
Posts: 211
Member No.: 126
Joined: 23-October 04

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just thought i'd say i've been doing some tests with rewritting the graphics parts of WGL, from scratch, some functions having been renamed, a few taken out, some drawing routines added little pic  shows the dprintf string with variable width string with fixed width a sprite a gfxsurface with horizontal, vertical, diagonal lines plus a triangle triangle and two lines part of my motivation in doing this was the fact fonts were't working in gba in last devkitpro and the fact that the fonts took up 16bit*chars number in size, i did a 1bit font method for replacement, a 8x8 256 char file taking 3k in size
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| RoboNes |
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Forum Elder
    
Group: Developers
Posts: 211
Member No.: 126
Joined: 23-October 04

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ok i've done changes, probably could do with proper testing, but it has a lot more functions than the current wgl, enhanced font support using compressed font (like 8bit computers used) a line command instead of just horizontal and verticle, circle and triangle support, its not optimised, but size wise there is a saving. speed can suffer between 0.7 times slower to 3.2 times slower and in the case of pixel plotting - nearly twice as fast! even with culling to boundary box much of the functions have a functionally to plot on backbuffer or screen directly. software sprites, fonts, gfxsurfaces32 and screen have been updated, the others remain as they were. there is a super graphics class in place that screen and gfxsurface32 use, and adjustments can be made to this class that will affect those two in terms or functionality and speed.
also there is at least double the number of functions for 7k less in library size (based on both compiled with same devkitpro and settings - also the version that has a problem with wgl fonts )
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