Graphical culling
#1
Posted 15 February 2012 - 06:31 PM
Thank you
Tabc3dd
#2
Posted 15 February 2012 - 07:20 PM
for example 106
Ahmed.
#3
Posted 15 February 2012 - 07:26 PM
the object that draws the HUD shall have a big depth
for example 106
Ahmed.
You mean a huge negative depth no ? But won't the game still draw the objects underneath it then overlap them with the HUD ?
Thank you
Tabc3dd
#4
Posted 15 February 2012 - 08:35 PM
Negative depth is the only way I guess...You mean a huge negative depth no ? But won't the game still draw the objects underneath it then overlap them with the HUD ?
It will draw the HUD on top of everything.
Or you could try to deactive objects behind the HUD but that could screw up the game :/
#5
Posted 15 February 2012 - 08:42 PM
Edited by Tobias(NL), 15 February 2012 - 08:43 PM.
#6
Posted 15 February 2012 - 11:15 PM
In their draw events, you could do something like this...
if (!underHUD)
{
draw_sprite(sprite_index,image_index, x, y);
}
Although, like Tobias said, this could negate any speed gained by not drawing the object by checking to see if it's under the HUD, but I can't be certain of that. I'm not familiar with what's exactly under the hood when it comes to drawing graphics.
#7
Posted 16 February 2012 - 12:37 PM
#8
Posted 16 February 2012 - 06:15 PM
Perhaps, minimizing the HUD would be even better?
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