epic: refactor SDL2_Renderer usage to IRenderer and queued texture rendering
- Updated the testing guide to clarify the testing framework's organization and execution methods, improving user understanding. - Refactored CMakeLists to include new platform-specific files, ensuring proper integration of the rendering backend. - Modified main application files to utilize the new IRenderer interface, enhancing flexibility in rendering operations. - Implemented deferred texture management in various components, allowing for more efficient graphics handling and improved performance. - Introduced new methods for texture creation and updates, streamlining the rendering process across the application. - Enhanced logging and error handling in the rendering pipeline to facilitate better debugging and diagnostics.
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@@ -90,7 +90,9 @@ void DungeonObjectSelector::DrawObjectRenderer() {
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auto preview_bitmap = std::move(preview_result.value());
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if (preview_bitmap.width() > 0 && preview_bitmap.height() > 0) {
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preview_bitmap.SetPalette(preview_palette_);
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core::Renderer::Get().RenderBitmap(&preview_bitmap);
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// Queue texture creation via Arena's deferred system
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gfx::Arena::Get().QueueTextureCommand(
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gfx::Arena::TextureCommandType::CREATE, &preview_bitmap);
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object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f, 255);
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} else {
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// Fallback: Draw primitive shape
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