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Author Topic: Mipmapping Implemented  (Read 1005 times)
Offline (Male) Goombert
Posted on: July 31, 2014, 11:22:54 pm

Location: Cappuccino, CA
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Well after cleaning up all of the latest texture handling to put us back on par with Studio you can now use mipmapping. You can generate mipmaps with the new texture_add or the traditional sprite_add/background_add and then set the filter using the new texture functions. You'll have to pull my changes from GitHub to start using the updated functions, I am waiting to update the ZIP so I can add it into the compiler and let you toggle mipmaps on sprites and backgrounds in LateralGM since it is anticipated that this will also be a feature of Studio. Why you ask? Because I asked Dailly a couple of times in person and he confirmed it, he just for some reason thinks it takes more effort than it really does? He literally told me it's a complex feature that takes time to test and implement on multiple platforms, but for some reason application_surface and other changes are implemented abruptly and brutally, idk, don't ask me because I am not him.

Documentation is available on the Wiki.

The functions work the same for all graphics systems and utilizing mipmapping on high resolution textures should improve your games performance dramatically, for instance my terrain demo goes from 100fps to around 500 as you can see in the screenshot.

The updated version that is watered down for the sake of showing off mipmapping is available for download.
Size: 1.22mb's
« Last Edit: July 31, 2014, 11:25:47 pm by Robert B Colton » Logged
I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) Darkstar2
Reply #1 Posted on: July 31, 2014, 11:37:41 pm
Joined: Jan 2014
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yeah that's the typical canned answer from yours truly, it takes efforts bla bla bla, that's what they are paid for FFS!

I thought most of the team here were not in talking terms with YYG ? Does he even know you are involved in ENIGMA ?

BTW, with new texture add, you should probably add a textures resource tree in LGM, to keep it tidy and separate from "backgrounds".

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