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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@@ -105,10 +105,8 @@ absl::StatusOr<std::array<gfx::Bitmap, kNumLinkSheets>> LoadLinkGraphics(
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link_graphics[i].Create(gfx::kTilesheetWidth, gfx::kTilesheetHeight,
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gfx::kTilesheetDepth, link_sheet_8bpp);
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link_graphics[i].SetPalette(rom.palette_group().armors[0]);
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// TODO: Renderer refactor to use IRenderer or defer for later when GraphicsEditor is opened.
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// if (SDL_Renderer *renderer = Renderer::Get().renderer(); renderer != nullptr) {
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// Renderer::Get().RenderBitmap(&link_graphics[i]);
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// }
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// Texture creation is deferred until GraphicsEditor is opened and renderer is available.
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// The graphics will be queued for texturing when needed via Arena's deferred system.
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}
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return link_graphics;
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}
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