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Personally, I think we basically need to entirely nuke how paperdoll rendering works right now. What I think would make far more sense is to basically cache two textures on each player whenever their equipment changes:
This won't solve the paperdoll issue on the character selection screen, however. But it will be a lot more re-usable and less terrifying to look at in every other area paperdolls are rendered.. and consolidate it to all to a single section of re-usable code. |
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Is your feature request related to a problem? Please describe.
Paperdoll drawing is handled (in some cases, slightly differently) in multiple areas across the project. It would be nice if at least some of that logic could be abstracted away, so that making modifications to paperdoll rendering is less of a hassle moving forward.
As it stands, the following places need to know how to render an entity's paperdolls, and do so separately of one another:
Describe the solution you'd like
Perhaps an entity should know how to draw itself, with its paperdolls - the other places all must have a hook into the entity in order to get accurate display information, anyway.
The trick as I've seen it is that each area needs to render things slightly differently - I.E, the interface areas need to create Gwen image elements, and the game rendering areas need to draw to the game window.
Perhaps a solution would be some sort of method on an entity that outputs the paperdolls to some sort of simple data structure - a dictionary containing the TextureType and the string filename, maybe - that each area could use to more easily iterate over and draw.
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