On Fri, Sep 17, 2010 at 7:54 PM, Leigh McRae leigh.mc...@lonedwarfgames.com
wrote:
Making a few fast paths for drawing bitmaps (BitBlt) would be huge for
game developers. I know that 3 of my games I have made aren't OGL simply
because I don't want the extra code maintenance/burden. If a
On 9/18/2010 2:23 PM, Dianne Hackborn wrote:
On Fri, Sep 17, 2010 at 7:54 PM, Leigh McRae
leigh.mc...@lonedwarfgames.com
mailto:leigh.mc...@lonedwarfgames.com wrote:
Making a few fast paths for drawing bitmaps (BitBlt) would be
huge for game developers. I know that 3 of my games I
Bah, 2D in OpenGL really isn't that hard and there's not that much
extra code. If someone were to just write a simple spriterenderer
class that takes a set of bitmaps and lets you draw them wherever you
want by index then improve it to handle an atlas of images for faster
drawing and you've got
Drawing a Bitmap using OpenGL is fairly trivial. (Granted they're power of 2.)
(http://stackoverflow.com/questions/3553244/android-opengl-es-and-2d/3648054#3648054)
There already exists several android game engines for this task such
as: http://www.andengine.org/
Google already provides
On 9/18/2010 5:24 PM, Robert Green wrote:
Bah, 2D in OpenGL really isn't that hard and there's not that much
extra code. If someone were to just write a simple spriterenderer
class that takes a set of bitmaps and lets you draw them wherever you
want by index then improve it to handle an atlas
Drawing a Bitmap using OpenGL is fairly trivial. (Granted they're power of 2.)
(http://stackoverflow.com/questions/3553244/android-opengl-es-and-2d/3648054#3648054)
That whole example is trivial and is missing alot of boiler plate.
There already exists several android game engines for this
That whole example is trivial and is missing alot of boiler plate.
Because it is a trivial task
There already exists several android game engines for this task such
as: http://www.andengine.org/
Google already provides GLSurfaceView to handle lifecycle changes.
Even using the native android
That whole example is trivial and is missing alot of boiler plate.
Because it is a trivial task
Good news! Post the code when you're done...
There already exists several android game engines for this task such
as: http://www.andengine.org/
Google already provides GLSurfaceView to handle
Making a few fast paths for drawing bitmaps (BitBlt) would be huge for
game developers. I know that 3 of my games I have made aren't OGL
simply because I don't want the extra code maintenance/burden. If a
game is doing some of the things you mention, well then it's not likely
concerned with
Thanks for the response. I know that mobile GPUs are tile-based and
aren't great in terms of raw pixel processing power, but the pixel
throughput would definitely be miles ahead of a general purpose CPU.
I'm sure you guys have already considered this angle, but instead of
using OpenGL why couldn't
I don't think a lot of developers would need the entire 2D drawing API
to be hardware accelerated. If we could just render stuff to bitmaps/
layers that we can freely move around and send those to the GPU
compositor that would be great for animation, scrolling, etc.
On Sep 16, 7:50 pm, Romain Guy
Again, it really depends on what the application does exactly. If you
are always drawing the same translucent bitmap on screen, the GPU will
be better. If you are drawing complex shaded and antialiased paths or
you draw a bitmap that changes often, things can get pretty bad. Some
features of the
12 matches
Mail list logo