Quote:
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Originally Posted by Kaimetsu
Well, because that's how it's coded. My understanding is that the lights are immediately applied to the screen, meaning that they destroy some of the information below. To facilitate your suggestion, there'd need to be some kind of secondary buffer that accumulates all the different light modifiers before they're applied to the level, and that would: - Require quite a hefty rewrite of some systems.
- Force a fairly dramatic increase in memory usage.
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so what you're saying is??
lights modify drawing board x,y
lights modify drawing board x,y
lights modify drawing board x,y
lights modify drawing board x,y
vs
check lights x,y
check lights x,y
check lights x,y
check lights x,y
lights modify drawing board x,y
lights modify drawing board x,y
lights modify drawing board x,y
lights modify drawing board x,y
???
I don't think destroying data is exactly the best way to go about anything, I would much rather search for more efficient ways of applying data. It works how it works. The only way to fix this up would probably be to make it so there was no coloration loss.