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[Show comments] [Show snapshots] [Show videos] [Show content] [Show crashlogs] Parallax Scrolling IV - Overdraw Elimination + ---------------------------------------------- This is the fourth of the SDL scrolling examples, and uses an improved version of the recursive overdraw eliminating algorithm from Parallax Scrolling III. Just as Parallax Scrolling III, this version renders the screen from front to back, adjusting the target surface clip rectangle to keep the "underlying" graphics from covering the areas already rendered. The difference is that instead of working with one tile at a time (which results in lots of recursions and clipping overhead), this version looks ahead, and processes runs of similar tiles in "batches". Only one recursive call per run is required, as opposed to one per tile. Just as before, there are three classes of tiles; 1. Fully opaque. Very simple: The tile is drawn as defined in the map data, and no further action is taken. This case terminates recursion. 2. Fully transparent. Recursion is done in order to render the next layer. No further action is taken. 3. Partially transparent. Recursion to the next layer is done as for case 2. Then the color keyed or blended tile is rendered on top of the result, after the recursive call chain returns. The "run detector" treats 2 and 3 the same, so there are effectively only two kinds of runs; opaque runs (that terminate recursion), and partially transparent runs (containing both empty and partially transparent tiles), which requires a recursive call to the underlying layer(s) before being rendered. This version scales *much* better than Parallax Scrolling III, but honestly, it still sucks. Some day, I'm probably going to go all the way, and create a heavily optimized version, with all the hairiness you could expect from such a beast. Or why not try to beat me to it? ;-) The program supports a few command line options: -f Fullscreen -d Double buffer -<n> Depth = <n> bits -l<n> Use <n> layers (default = 7) -b "Bounce-around" mode -w Wrap maps instead of bouncing -a<n> Alpha for non-opaque tiles = <n> -v<n> Verbosity level <n> (default = 0) -np Don't use planet layers -nr Don't use the "run detector". (This makes the algorithm work like the previous version; one tile at a time.) //David Olofson <david()olofson.net> //Ventzislav Tzvetkov http://drhirudo.hit.bg |
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