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How to implement a a draw batch in allegro 5 |
dhia hassen
Member #16,240
March 2016
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I told you that im thinking in migrating my game engine from SDL2/SDL_gpu to allegro 5 , but one among other things that im worrying about is that sdl_gpu supports a very easy to use draw batch , while i can't see anything simular in allegro 5 or im i wrong ? anyway , i also wanted to ask , how to do 2D accelerated graphics with thousands os sprites to draw per frame ? so those are my tow questions thanks i think it is something like : |
jmasterx
Member #11,410
October 2009
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Yes, that is exactly how you do it. You avoid texture switches. Agui GUI API -> https://github.com/jmasterx/Agui |
Edgar Reynaldo
Major Reynaldo
May 2007
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Try to keep all of your image resources on the same bitmap and use a texture atlas. This way when you hold drawing, it won't switch the bound texture on you. My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
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