diff --git a/apps/testgame/scenes/ingame.c b/apps/testgame/scenes/ingame.c index c50e0d1..89fafeb 100644 --- a/apps/testgame/scenes/ingame.c +++ b/apps/testgame/scenes/ingame.c @@ -94,9 +94,9 @@ static void ingame_tick(struct state *state) { (t_fvec3){ (float)x, d0, (float)y }, (t_fvec3){ (float)x + 1, d1, (float)y }, (t_fvec3){ (float)x, d3, (float)y - 1 }, - (t_shvec2){ 0, 768 }, (t_shvec2){ 1024, 768 }, - (t_shvec2){ 1024, 0 }); + (t_shvec2){ 1024, 0 }, + (t_shvec2){ 0, 768 }); unfurl_triangle("/assets/grass.gif", (t_fvec3){ (float)x + 1, d1, (float)y }, diff --git a/src/twn_textures.c b/src/twn_textures.c index 626d909..cfdf915 100644 --- a/src/twn_textures.c +++ b/src/twn_textures.c @@ -130,8 +130,8 @@ static void upload_texture_from_surface(gpu_texture texture, SDL_Surface *surfac static void recreate_current_atlas_texture(struct texture_cache *cache) { - /* TODO: figure out if SDL_UpdateTexture alone is faster than blitting */ /* TODO: should surfaces be freed after they cannot be referenced in atlas builing? */ + /* for example, if full page of 64x64 tiles was already filled, there's no real reason to process them further */ SDL_Surface *atlas_surface = cache->atlas_surfaces[cache->atlas_index]; /* clear */ @@ -230,13 +230,19 @@ static bool update_rects(struct texture_cache *cache, stbrp_rect *rects, stbrp_r /* updates the atlas location of every rect in the cache */ static void update_texture_rects_in_atlas(struct texture_cache *cache, stbrp_rect *rects) { + int r = 0; for (size_t i = 0; i < arrlenu(rects); ++i) { + if (cache->hash[i].value.loner_texture != 0) + continue; + cache->hash[i].value.srcrect = (t_frect) { - .x = (float)rects[i].x, - .y = (float)rects[i].y, - .w = (float)rects[i].w, - .h = (float)rects[i].h, + .x = (float)rects[r].x, + .y = (float)rects[r].y, + .w = (float)rects[r].w, + .h = (float)rects[r].h, }; + + r++; } }