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Textures


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#1 ColdfireV   Members   -  Reputation: 122

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Posted 04 January 2000 - 11:38 AM

To store all textures (for example, DX Surfaces for tiles), what''s the recommended storage? Should everything go into a big array and access it by named index? Here''s what I mean... (DXSurface *) Textures[50]; enum TEXTURETYPE {SAND, WATER, ROCK, GRASS, BORDER, etc...}; Blit( Tile, Textures[WATER] ); Yeah, I know, that''s just a bunch of half-pseudo half-dx code... But what''s a good way to keep track of each type of texture in the game for an isometric engine? Could someone help me out here? -John

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#2 Niels   Members   -  Reputation: 122

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Posted 09 January 2000 - 08:02 AM

Use either a large surface and access each texture by offset (this is the preferred approach if you have a ton of small textures) or an array of surfaces and access by index - names is a NONO! If you need names in your world definition, make it so that you can "pre-compile" it into indices at run-time.

/NJ




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