Quick Links: Download Gideros Studio | Gideros Documentation | Gideros Development Center | Gideros community chat | DONATE
Mesh primitive type. — Gideros Forum

Mesh primitive type.

techdojotechdojo Guru
edited August 2012 in Suggestions & requests
Not sure if this has already been suggested, but...

It occurred to me whilst trying to sort out my fast font draw issues (see http://giderosmobile.com/forum/discussion/1605/is-it-possible-to-change-a-bitmap039s-image-on-the-fly) that the ideal solution would be a "mesh" primitive. It would work similar to the "mesh" structure that used on Codea .

ie. A mesh represents a triangle mesh, where every three vertices draw a triangle, you could set vertices, texture coordinates and colours.

Like Shape() you would be able to edit / update a mesh's values so animation would be a breeze. Also as you'd be in the same drawing context, you could use Mesh() to blit several different bitmaps (all from the same texture atlas) all over the screen lightning fast.

Using Mesh in Codea makes a SIGNIFICANT increase in rendering speed over using separate images mainly due to the lack of OpenGL context switching.

Food for thought?

Likes: Mells

Dislikes: berkay, amaximov, code_monkey, drewfg

WhiteTree Games - Home, home on the web, where the bits and bytes they do play!
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
+1 -1 (+1 / -4 )Share on Facebook

Comments

Sign In or Register to comment.