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📄 todo

📁 一段linux下用OpenGL实现的小程序
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For future versions...----------------------* Improved edge handling	As you'll realize if you try to create some real	game levels with this engine, getting the tile	edges right at all times is rather cumbersome.	It's also rather inefficient with all the "dummy"	tiles you need to get "border pixels" in the	right places.	A simple improvement would be to add a border of	one pixel around each tile (either shrinking the	tiles to 30x30, or adding space in the palette,	making them 34x34 total), and have the artist	explicitly draw the border pixels for each tile.	This avoids the dummy tiles.	The next step would be automating the generation	of border pixels. The engine would have to look	at the map to find all combinations. Well designed	maps with only "natural" combinations of tiles	should generate few, if any extra tiles - the	engine would basically just fill in the border	pixels.* Parallax scrolling	Nothing much to this at all; the only thing to	keep in mind is that RGBA textures must be used	for any tiles bordering to transparent areas in	the overlay layers. (Otherwise the edges will	flicker!) This does not, however, mean that *all*	tiles used in overlay layers must be RGBA! Tiles	that are entirely surrounded by opaque pixels	may of course be totally opaque without causing	trouble.* Alternative method	Instead of rendering the static tile images	directly, one could make use of an array of	procedural textures, acting as a tiled frame	buffer. These tiles would be rather large, and	updated part by part, as needed when the screen	is scrolled. Tiles that are scrolled off the	edges are recycled.	There are two obvious advantages with this method:		1) Border pixels can be generated directly		   from the map very easily.		2) It's easy to implement advanced		   software rendering on top of this.	One minor problem as well; this method can't	really take advantage of the fact that many tiles	in parallax scrolling layers can be RGB rather	than RGBA, as noted under "Parallax scrolling".

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