On Fri Jul 15 2016 08:16:40 AM SiegeLord wrote: > That does seem like a useful function to have. It's sort of a > generalization of `al_draw_glyph`. > > Also, we could add a callback to the font itself to cache glyphs on a > bitmap of your choosing, so you could e.g. stick it onto an atlas with > the rest of your sprites. Then you could really draw everything in a > single draw call.
I like this idea! +1 > -SL > > On 07/14/2016 07:50 PM, [email protected] wrote: > > That makes sense. What I need then is just al_get_glyph_region that > > returns > > x/y and bitmap of a font glyph so I can draw my own text. I tested this in > > my game, with both fonts and graphics drawn using al_draw_prim and I've > > gone from ~12 FPS to 60 in the menu... > > > > On Wed, July 13, 2016 10:59 pm, SiegeLord wrote: > >> I'm confused about this. The reason why transformations are applied as > >> they are is so that you can change them in the middle of drawing > >> multiple bitmaps. Does this change essentially remove that feature? > >> > >> Also, it doesn't seem like this completely fixes mixing primitives and > >> bitmaps, as if there's overlap, wouldn't bitmaps always be drawn over > >> the primitives even if they're interleaved? > >> > >> -SL > >> > >> _______________________________________________ > >> Allegro-developers mailing list > >> [email protected] > >> https://mail.gna.org/listinfo/allegro-developers > > _______________________________________________ > Allegro-developers mailing list > [email protected] > https://mail.gna.org/listinfo/allegro-developers _______________________________________________ Allegro-developers mailing list [email protected] https://mail.gna.org/listinfo/allegro-developers
