diff options
| author | tslil clingman <> | 2021-09-20 22:38:04 -0400 |
|---|---|---|
| committer | tslil clingman <> | 2021-09-20 22:41:32 -0400 |
| commit | a657cc828cdcbb07f460d53f78a12dfe00a57325 (patch) | |
| tree | e36103062a0ff28cfb02a74107c7abd9c70713d0 /src/main.zig | |
| parent | 276804c4b8db837e238880d4bc668ed6c65dd42a (diff) | |
Render objects by writing pixels
This confines hardware acceleration to scaling and the background
sprite. Unfortunately it would seem that to do proper object
rendering (partial transparency) i'll have to implement colour mixing
myself.
Diffstat (limited to 'src/main.zig')
| -rw-r--r-- | src/main.zig | 10 |
1 files changed, 3 insertions, 7 deletions
diff --git a/src/main.zig b/src/main.zig index 283de07..3c95d20 100644 --- a/src/main.zig +++ b/src/main.zig @@ -90,12 +90,8 @@ pub fn main() !void { defer walls_image.destroy(); // Load sprite textures - var object_textures = try sf.Texture.createFromFile("objects.png"); - defer object_textures.destroy(); - object_textures.setSmooth(false); - - var objects_sprite = try sf.Sprite.createFromTexture(object_textures); - defer objects_sprite.destroy(); + var objects_image = try sf.Image.createFromFile("objects.png"); + defer objects_image.destroy(); // Load floor image var surfaces_image = try sf.Image.createFromFile("surfaces.png"); @@ -171,7 +167,7 @@ pub fn main() !void { try player.renderWorld( window, - objects_sprite, + objects_image, walls_image, surfaces_image, rendered_surfaces_texture, |
