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?
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I like both Codea and Gideros (similar "sprit") and would love if some features were available for both.
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