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	<title>Ludum Dare &#187; Texture</title>
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	<link>http://www.ludumdare.com/compo</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
	<lastBuildDate>Wed, 08 Feb 2012 14:14:06 +0000</lastBuildDate>
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		<title>Drying off</title>
		<link>http://www.ludumdare.com/compo/2008/09/06/drying-off/</link>
		<comments>http://www.ludumdare.com/compo/2008/09/06/drying-off/#comments</comments>
		<pubDate>Sun, 07 Sep 2008 04:04:05 +0000</pubDate>
		<dc:creator>PoV</dc:creator>
				<category><![CDATA[MiniLD #03]]></category>
		<category><![CDATA[Pool]]></category>
		<category><![CDATA[Texture]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=3518</guid>
		<description><![CDATA[Alright. So I started out this morning by writing a long post where I detailed my decisions that were going in to my Texture Pool design. I nearly finished it, before finally realizing my argument could become moot with a couple simple hacks. Disappointed in that, I put my head down and got to work. [...]]]></description>
			<content:encoded><![CDATA[<p>Alright.  So I started out this morning by writing a long post where I detailed my decisions that were going in to my Texture Pool design.  I nearly finished it, before finally realizing my argument could become moot with a couple simple hacks.</p>
<p>Disappointed in that, I put my head down and got to work.</p>
<p>While working, I realized I could combine both methods, and get the benefit of both.</p>
<p>And eventually finished.</p>
<p>So the Texture Pool is done, but it is late, so I&#8217;d rather call it a night.  I may revisit earlier post, since it does have some meaningful information in it.</p>
<p>As for a Sunday tool, we&#8217;ll see.  I gotta read over my notes and think a bit about how badly I want the image slicer stuff, or if I should get on to the slightly hacky screen builder.  Hmm..</p>
<p>Toodles!</p>
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		<title>Swimming in a texture pool</title>
		<link>http://www.ludumdare.com/compo/2008/09/06/swimming-in-a-texture-pool/</link>
		<comments>http://www.ludumdare.com/compo/2008/09/06/swimming-in-a-texture-pool/#comments</comments>
		<pubDate>Sat, 06 Sep 2008 13:35:08 +0000</pubDate>
		<dc:creator>PoV</dc:creator>
				<category><![CDATA[MiniLD #03]]></category>
		<category><![CDATA[Pool]]></category>
		<category><![CDATA[Texture]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=3511</guid>
		<description><![CDATA[I have a seemingly endless list of libraries and tools I want, and a few I need to finish up my current project. So I&#8217;ll be starting with something I need. If all goes according to plan, I&#8217;ll get to start another one tomorrow. So I need a Texture Pool. In other words, I want [...]]]></description>
			<content:encoded><![CDATA[<p>I have a seemingly endless list of libraries and tools I want, and a few I need to finish up my current project.  So I&#8217;ll be starting with something I need.  If all goes according to plan, I&#8217;ll get to start another one tomorrow.</p>
<p>So I need a Texture Pool.  In other words, I want a nice way to say &#8220;hey, load blah.png&#8221;, and it&#8217;ll use it&#8217;s brains to know that I already loaded &#8220;blah.png&#8221;, and return me the same copy.  Pretty straight forward stuff.</p>
<p>This Texture Pool is a piece I&#8217;m adding to my graphics library.  Said library is designed to wrap multiple graphics API&#8217;s.  Currently it wraps OpenGL (1.5) and OpenGL ES (1.1), but it also has a slightly out of date software renderer too (lacking texture support, but does geometry and transformations).</p>
<p>The Texture Pool itself I&#8217;d like to eventually support several formats.  Currently it supports a hybrid format of mine, LZMA&#8217;d Power VR (PVR) files.  The way it&#8217;s structured, it&#8217;s easy enough for me to support ZLIB, BZIP, or RAW PVR files as well, I just don&#8217;t currently.  And while I don&#8217;t yet support them, I have stubs in place for PNG and DDS files.</p>
<p>I have some other wild goals for the Texture Pool down the line.  Right now, one of my main target platforms requires square power-of-two textures.  So I&#8217;d like to build a tool for combining multiple smaller images in to a single texture atlas.  I&#8217;d also like a way to automatically fatten up a PNG image file, yet still somehow remember the original dimensions.  This slicing information I&#8217;d like to be known by the Texture Pool, so I can draw centered or aligned texture elements with just a call, instead of having to build geometry or remember dimensions.</p>
<p>My solution to both is a custom file format, vaguely like an archive format.  As an added bonus, I want it to be able to support storing multiple images in the same file.  But the important point is to create this &#8220;many to one&#8221; relationship, where I have a single texture and some way to say it contains many elements.  I&#8217;m leaning towards throwing together a text based format and tool to generate a sliced file, so I can start using this right away.</p>
<p>Alas, that&#8217;s a tomorrow issue.</p>
<p>Today, we&#8217;re building a Texture Pool.  After some breakfast, we&#8217;ll do it.</p>
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