RenderState.Push() + Pop() methods!

BlitzMax Forums/BlitzMax Programming/RenderState.Push() + Pop() methods!

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I think it'll probably make the simple stuff easier, but the more complex stuff much more difficult. I use eight different types of interpolation in my game. What happens when it's not something your system supports? Then you have to take the object and update it all manually. Most objects will have stuff that won't work easily within your parameters in a complex project - and that means manually updating everything, and that means no benefits, just a dud wrapper object that makes everything less flexible.

You can get all the child/parent stuff by defining it at render time. Animation stuff needs to be setup and handled one way or another so no harm making an animation object there. And really, how many lines of code are you looking at saving with your screen fades? Not very many, if any, if you wrote it right the other way.

But that's all I'm really going to say... you're a competitor and it's a big advantage if you spend all your time fighting the system you built for yourself :)