Graphics Reference
In-Depth Information
(a) A sprite to be rendered
(b) A second one
(c) And a third one
(d) Find sprite/tile intersections
Tile 0:
Sprite List=(0,1)
UVTransform0=...
UVTransform1=...
Tile 1:
Sprite List=(0,1,2)
UVTransform0=...
UVTransform1=...
UVTransform2=...
...
(e) Compute per tile data
(f) Render non empty tiles one at a time
Figure 5.2. Algorithm overview.
5.3 Implementation
5.3.1 Tile Layout
Choosing the right tile layout is crucial for achieving good performance; a good
choice depends heavily on the positioning and size of the sprites to be rendered.
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