The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
September 09, 2024, 03:58:51 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  OpenGL?  Sprites?  Wha?
« previous next »
Pages: [1] Print
Author Topic: OpenGL?  Sprites?  Wha?  (Read 6244 times)
the grand fot
Zebranky food
*
Offline Offline

Gender: Male
Posts: 13



View Profile WWW
OpenGL?  Sprites?  Wha?
« on: November 08, 2002, 01:14:56 am »


Aight, so I hear tell that y'all are using openGL for the new SC2.  I'm sure there's a good reason behind it, of course.... anyone mind explaining it to me?

OpenGL is mostly a 3D and/or polygon library, isn't it?  Unless there are some wild changed planned, SC2 is almost exclusively sprite-based... so what's the openGL gonna be for?
Logged
Mika
Core Team
*Many bubbles*
*****
Offline Offline

Gender: Male
Posts: 121



View Profile WWW
Re: OpenGL?  Sprites?  Wha?
« Reply #1 on: November 08, 2002, 02:29:34 am »

OpenGL usage is optional, though recommended if using TNT2 class gfx card or better (its faster than pure 2d mode then). With OpenGL, things like scaling game's 320x240 surface to screen resolution (640x480 normally) can be done hardware-accelerated, like some fullscreen effects (few different kind of fades currently). Also bilinear filtering and 'scanlines' can be done with it to make things look less pixelated.

Game works internally almost completely as 2d using software blit operations and code starts to differ more between "pure 2d" and OpenGL code only within page flip function, where ogl does upload current surface to texture and draws it as one big quad, etc.
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!