Such are the perils of an engine in development...
I've changed mapshot handling again.
It occurred to me that drawing them at the same aspect ratio as the screen is not the most clever idea: what if you change resolution and now have a different aspect ratio to that which you had when the mapshot was taken?
I could have amended this to write the mapshot out at the same aspect ratio as the screen, but this would mess up positioning/etc. We could also very quickly run out of horizontal space if the resolution was wide enough.
Instead I'm now taking a square rectangle from the center of the screen, which pretty much mimics the old 1.2 method (but doesn't blow up on underwater warps).
I've also changed them to 128 x 128 PNG images. The home-grown TGA writer had started misbehaving (I'll need to check that out), and while I would have preferred BMP (faster loading and saving) it seems as though Direct3D will gladly save a BMP with an alpha channel, but become unhappy when trying to load it. I'm sure there's a perfectly good reason why the API behaves this way (cue sarcastic tone). 128 x 128 is because the old 256 x 256 size was too slow. Noticeable stalls when a shot is written.
I'm going to amend the save/load screen layout a little; nothing dramatic, just a slight re-alignment of the save game info. I actually had this already done post 1.2 but forgot to copy across the code from the machine I had written it on.
Which is kinda scary - wondering what else I forgot to copy across...
Friday, January 23, 2009
Mapshot Changes
Posted by
mhquake
at
12:59 AM
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