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Utilities and 3rd Party Applications / Re: Text Will Be Text - dfhack plugin
« on: March 15, 2019, 05:23:50 pm »
Ok sorry then I got confused by your old statements (that you could not make changes to libgraphics because you didn't understand it or something else).
Every tile is drawn separately? Now I'm worried again because doing many drawing calls is one thing that's VERY bad with OpenGL. Of course it will work but at a cost of enormous CPU usage (which possibly will cause other problems with time).
That's great. Btw, what's the reason libgraphics is a separate binary on Linux only and compiled in on other platforms? If it were separate on all platforms, we could make changes/optimisations to it even without DFHack (as long as they don't need any additional game data of course).
Every surface there was already allocated separately; the atlas is long gone apparently, and there isn't any large-scale swapping or binding. It just blits separate little surfaces from a non-texture-atlas catalog by index and coloration.
Every tile is drawn separately? Now I'm worried again because doing many drawing calls is one thing that's VERY bad with OpenGL. Of course it will work but at a cost of enormous CPU usage (which possibly will cause other problems with time).
My plan is to release all of my code changes, just as I've been doing up to this point. The free Dwarf Fortress Classic Linux version will have the same folder as usual
That's great. Btw, what's the reason libgraphics is a separate binary on Linux only and compiled in on other platforms? If it were separate on all platforms, we could make changes/optimisations to it even without DFHack (as long as they don't need any additional game data of course).
