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authortslil clingman <>2021-09-20 22:38:04 -0400
committertslil clingman <>2021-09-20 22:41:32 -0400
commita657cc828cdcbb07f460d53f78a12dfe00a57325 (patch)
treee36103062a0ff28cfb02a74107c7abd9c70713d0 /src/main.zig
parent276804c4b8db837e238880d4bc668ed6c65dd42a (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.zig10
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,