From a657cc828cdcbb07f460d53f78a12dfe00a57325 Mon Sep 17 00:00:00 2001 From: tslil clingman <> Date: Mon, 20 Sep 2021 22:38:04 -0400 Subject: 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. --- src/main.zig | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) (limited to 'src/main.zig') 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, -- cgit v1.3.1