Ok now, this is kinda worrying me, I didn't know this
was so frequent, much of my gameplay is based on
writing things and getting clues from dynamically
created textures ... damn it ... if this doesn't work
properly then the whole game is a mess...
Could you tell me if anyone get an absurd slowdown
with this code (w/wo 256) or if anyone by any reason
get nothing written to the texture??? you should only see
some rects being drawn to the texture:
was so frequent, much of my gameplay is based on
writing things and getting clues from dynamically
created textures ... damn it ... if this doesn't work
properly then the whole game is a mess...
Could you tell me if anyone get an absurd slowdown
with this code (w/wo 256) or if anyone by any reason
get nothing written to the texture??? you should only see
some rects being drawn to the texture:
Graphics3D 800,600,16,2 Const FPS=30 cam=CreateCamera() CameraRange cam,.01,200 PositionEntity cam,0,0,-4 CameraClsColor cam,0,0,100 c=CreateCube() EntityFX c,1 ;texture: ;try with and without 256 flag tex=CreateTexture(512,512,1+256) EntityTexture c,tex ;---------------------------------------- period=1000/FPS time=MilliSecs()-period MoveMouse 320,240 While Not KeyDown(1) ;------ Framerate Counter ---------- fps_count=fps_count+1 fps_timer=fps_timer+(MilliSecs()-fps_millis) fps_millis=MilliSecs() If fps_timer>1000 fps_timer=0:fpsc=fps_count:fps_count=0 EndIf ;--------------------------------------- ;--- Repeat elapsed=MilliSecs()-time Until elapsed ;how many 'frames' have elapsed ticks=elapsed/period ;fractional remainder tween#=Float(elapsed Mod period)/Float(period) For k=1 To ticks time=time+period If k=ticks Then CaptureWorld ;--- TurnEntity c,.1,.2,.3 If KeyDown(200) MoveEntity cam,0,0,.2 If KeyDown(208) MoveEntity cam,0,0,-.2 If KeyDown(203) MoveEntity cam,-.2,0,0 If KeyDown(205) MoveEntity cam,.2,0,0 TurnEntity cam,MouseYSpeed()/6.0,-MouseXSpeed()/6.0,0 RotateEntity cam,EntityPitch(cam),EntityYaw(cam),0 MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 Color 50,50,0:Rect 0,0,512,512,1 For a=1 To 40 Color Rand(0,255),Rand(0,255),Rand(0,255) Rect Rand(20,500),Rand(0,500),Rand(2,100),Rand(2,100),1 Next Color 0,0,0:Rect 0,0,512,512,0:Rect 1,1,510,510,0:Rect 2,2,508,508,0 CopyRect 0,0,512,512,0,0,BackBuffer(),TextureBuffer(tex) UpdateWorld ;--- Next ;--- RenderWorld tween Color 255,255,255 Text 10,10,"fps:"+fpsc Flip Wend End