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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2019-08-09 00:00:00Z and 2019-08-10 00:00:00Z
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the windows build itself is slow ^^
12:11
but we can try 😉
12:12
@Learath2 perhaps this could be done on the fly, when rendering?
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Hmm, I'm not really sure if thats efficient
12:13
Opengl prerenders the overlays on map load iirc
12:13
@Deleted User feel free to correct me on that tho
12:16
@heinrich5991 also i'm not sure if setting the index 0 only affects rendering
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hmm. so the flags in the snapshots are probably the wrong location
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@heinrich5991 I wonder if this affects all other entities flags aswell
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it prerenders the text for the overlays, and it builds the whole map on OnMapLoad as a buffer
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@Learath2 it doesnt.
13:10
The entities flags can even be changed ingame, so we can swap between different entitie files ingame
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@Learath2 yea, if that flag were to move, the other entities stuff should probably too
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@heinrich5991 the other stuff works fine.
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but they logically group with the "dont mask entities", I think
13:13
In this video you can see that I have changed the entities in real time, I checked if the weapon is not gun and then set the entities to FNG
13:14
We just need to update the indices when we receive the dont mask entities flag or not
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updating the indices on the fly sounds stateful, not easy to undo
13:16
the only way I can imagine doing that would be in the rendering itself, where it wouldn't change state
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Well, cant we just save the invalid front and game layer tiles in a vector (https://discordapp.com/channels/252358080522747904/293493549758939136/609092005250859215) and render tile 0 for them if the flag doesnt get sent? otherwise render them normally?
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Let me try something
Exported 24 message(s)