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Vertical callback or per pixel callback : I understand/How does Tilengine work?
#30
(09-19-2023, 12:15 AM)megamarc Wrote: There's a list that stores, for each sprite, what index to draw next after the current one. It also stores the first sprite to draw. When you need fine control of sprite ordering, for example to implement a 3/4 view for pseudo 3D where sprites at the bottom of the screen are nearer and must be drawn overlapping the ones that are located upper on the screen, you can use TLN_SetFirstSprite() and TLN_SetNextSprite() to arrange this list. It can be tricky however.

This feature is inspired by the Sega Genesis/MegaDrive, it has a similar concept of a display list of indexes but implemented differently.

Oh alright, so you iterate through it at each scanline? Sounds quite CPU demanding.
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RE: Vertical callback or per pixel callback : I understand/How does Tilengine work? - by System64 - 09-19-2023, 02:09 AM

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