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2 changed files with 13 additions and 1 deletions
8
TODO.txt
8
TODO.txt
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@ -1,4 +1,10 @@
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- track size: 64x64x64
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- track size: 64x64x64
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- block materials:
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- concrete, normal
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- dirt, a bit slidy, decreases speed a bit?
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- ice? super slidy (like in the old TM)
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- accelerator, probably: auto-accelerates, plus increases accel.
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- decelerator? decreases speed a lot?
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- EFFICINT MAP DRAWING:
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- EFFICINT MAP DRAWING:
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- map will be subdivided into subblocks (probably 16x16x16 or 8x8x8), only
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- map will be subdivided into subblocks (probably 16x16x16 or 8x8x8), only
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nearest subblocks (and possibly only those in viewing direction will be
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nearest subblocks (and possibly only those in viewing direction will be
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@ -27,6 +33,8 @@
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- background textures: 128x128 with image-specific 256 color palette,
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- background textures: 128x128 with image-specific 256 color palette,
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pixel access shouldn't be as time critical here
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pixel access shouldn't be as time critical here
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- other textures 64x64 with direct 565 values stored
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- other textures 64x64 with direct 565 values stored
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- hmm or possibly 256x256 backgrounds with 16 color image specific palette
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and dithering? check out how that would look
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- Rendering: two pass: 1st pass renders the scaled down background (possibly not
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- Rendering: two pass: 1st pass renders the scaled down background (possibly not
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rendering floor, can be just pure green for "grass") to prevent overflows,
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rendering floor, can be just pure green for "grass") to prevent overflows,
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second pass renders the tracks (or the nearest part of it).
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second pass renders the tracks (or the nearest part of it).
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@ -31,7 +31,7 @@ int main(int argc, char *argv[])
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screenSurface = SDL_GetWindowSurface(window);
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screenSurface = SDL_GetWindowSurface(window);
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//SDL_ShowCursor(0);
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SDL_ShowCursor(0);
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SDL_PumpEvents();
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SDL_PumpEvents();
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sdlKeyboardState = SDL_GetKeyboardState(NULL);
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sdlKeyboardState = SDL_GetKeyboardState(NULL);
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@ -41,6 +41,10 @@ int main(int argc, char *argv[])
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SDL_PumpEvents();
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SDL_PumpEvents();
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sdlKeyboardState = SDL_GetKeyboardState(NULL);
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sdlKeyboardState = SDL_GetKeyboardState(NULL);
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running = !sdlKeyboardState[SDL_SCANCODE_Q];
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running = !sdlKeyboardState[SDL_SCANCODE_Q];
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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}
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}
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SDL_DestroyTexture(texture);
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SDL_DestroyTexture(texture);
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