screenWidth/screenHeight also returns the size of the primary screen only (thanks again, JayThirtySeven)record cannot handle now are lines, triangles, clipping and custom GL, and the resulting image cannot generally be drawn with draw_rot or draw_as_quad/getData().draw(...).
#to_blob and #insert (the new interface for things like Texplay). #gl_tex_info could be there, but return nil as large Images already do. Or maybe BigImage could be a third class, but then calling Image.new to create it would be weird.#to_blob and #update for Macro. (#to_blob would require render-to-texture to be there, #update is easy.) That would probably take the same amount of time and keep the class count down.color and mode arguments missing because they won't ever work accurately. Usually they're at the end of the argument list...except for #draw_as_quad. So that wouldn't be super clean either.Image#draw and friends. I haven't had time to do benchmarks yet either, but it seems we could have a modular drawing thing at the same performance cost. (img.rotate(6).scale(2).draw(x, y, z), which I scheduled for 0.9 :P)
rotate and scale are mutating methods or not. Since they won't mutate the underlying Image at least, I would've expected them to always be non-mutating. I think your middle code bit should be manipulated_image.translate!(1, 0). So for efficiency's sake, one could make it clear as img.rotate(6).scale!(2).draw(...), meh. :/
ruby: ../GosuImpl/Graphics/DrawOpQueue.hpp:128: void Gosu::DrawOpQueue::popTransform(): Assertion individualTransforms.size() > 1' failed.flush() somewhere? Up to the upcoming .41, flush() can only be used outside of clipping and transformations :(
@window.translate *@camera.offset do
@stack[ACTIVE].each do |gamestate|
if gamestate.visible?
gamestate.draw @camera.zoom
@window.flush
end
end
end
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