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Re: [Merge] lp:~widelands-dev/widelands/full_texture_atlas into lp:widelands

 

> I like the idea of adding a special loading screen when Widelands is first run - e.g. the text could read "Optimizing Widelands images for first usage" or some such, so the user will know that they won't have to wait for this in the future.

I'll look into that. I think that should be possible.

> We should then build the texture atlas only for the current resolution + fullscreen mode - the other resolutions could be calculated when the user switches the resolution, with a similar loading screen.

The in-game resolution and fullscreen/window is of no matter. We need to build the texture atlas for the max gl texture resolution of the graphics card we are running on. And of course for the current Widelands version - if the version change, graphics might have changed too, so we need to rebuild the atlas. 

There have been many comments on this branch now. Can I merge it? The next branch will move the functionality of the binary into Widelands itself, so the code will live no, but the binary will go away soon.


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https://code.launchpad.net/~widelands-dev/widelands/full_texture_atlas/+merge/281909
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/full_texture_atlas into lp:widelands.


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