This is a simple demonstration of ultra
smooth scrolling, using OpenGL and sub-pixel
accurate rendering. Map editor included.
The demo works best with retrace syncronized pageflipping,
and on systems that are fast enough to maintain a steady
full frame rate. In works pretty well without retrace sync,
but it isn't nearly as smooth at higher speeds.
Note that interpolation across tile edges is solved in a
most primitive way in this demo; it's built right into the
tile palette. Rather than having the engine do some magic,
I'm just relying on the map to use only "compatible" tiles
together. The net result is that the pixels *outside* a
tile will always match the corresponding pixels of the
surrounding tiles on the map.
Have fun!
//David Olofson <david()olofson.net>
__________________________________________
.________ /_________.
| |
| A M I G A O S 4 . 0 C O M P I L E B Y |
| .____. |
| ______ _________.___ . _|___ |
| / ___/______/ ._ . /________ : ___/_________ _ _
_ _____._ |/ :_/ ._ _:
|/ _| | |/ |
| ______| | | | ____ _ _
_ _ ________________| | | |_______________ .
.cRb|_____________|e^D. |
| |
| A B O U T T H I S P O R T |
| |
| This is an SDL/OpenGL app, if you are running AOS4 upd4 |
| or earlier remember to start WarpView before running |
| SmoothScroll. |
| |
| The -w (window mode) switch doesn't work, I've never |
| been able to make an SDL/GL app run in window mode. |
| A bug in SDL or Warp3D maybe? |
| |
| |
| I am in a shitty economical situation, so if you feel |
| that what I do is worth anything, use paypal to donate |
| to my email addy, spotATtriadDOTse, thanx! |
| |
| Spot / Up Rough 2006 |
|___________________________________________________________| |