Fixed loading of tilesets and images from tilemaps to correctly use relative paths. FPS has dropped dramatically on tilemap rendering - impact as much as 75% - and I think it has something to do with the string limits that had to be increased to make this work. Probably has to do with SDL string property hashing in the registry methods related to tilesets.
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@@ -2,6 +2,7 @@
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#define _UTIL_H_
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#include <akerror.h>
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#include <akgl/staticstring.h>
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typedef struct point {
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int x;
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@@ -22,6 +23,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_rectangle_points(RectanglePoints *dest,
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collide_point_rectangle(point *p, RectanglePoints *r, bool *collide);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_path_relative(char *root, char *path, akgl_String *dst);
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// These are REALLY slow routines that are only useful in testing harnesses
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akerr_ErrorContext AKERR_NOIGNORE *akgl_compare_sdl_surfaces(SDL_Surface *s1, SDL_Surface *s2);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, int x, int y, int w, int h, char *writeout);
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