cinera_handmade.network/cmuratori/hero/code/code037.hmml

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[video output=day037 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Basic Bitmap Rendering" vod_platform=youtube id=ofMJUSchXwo annotator=schme annotator=Miblo annotator=theinternetftw]
[0:19][We're goin' in][quote 164]
[2:10][Recap on where we are]
[4:12][Debugging image file formats 101, creating structured art]
[8:57][Viewing the structured art in the debugger]
[11:35][Changing the art to give better information]
[13:38][Reverse engineering the byte order]
[16:55][Why to know how to do this]
[19:09][Shifting the alpha values to align with our pixel format]
[22:19][Top-down vs bottom-up and filling the backbuffer]
[29:14][Loading the actual test art]
[31:55][Return relevant information about the bitmap]
[34:52][Loading hero bitmaps]
[45:07][Displaying hero bitmaps]
[46:10][Debugging busted hero bitmaps]
[1:03:08][Getting more info from the bitmap headers]
[1:07:37][Q&A][:speech]
[1:08:10][Stream spots a typo]
[1:08:40][Stream spots another typo]
[1:09:09][Will we stick to using bitmaps for the duration of handmade hero, or delve into the lands of PNG?]
[1:10:19][What's the advantage to defining the bitmap header yourself instead of using Windows's?]
[1:11:04][Are we converting our loaded images to a runtime texture format?]
[1:11:40][Why not use a simple custom format for assets?]
[1:11:50][PNG is lossless]
[1:12:37][Are you going to do different blending modes than alpha blending?]
[1:14:10][Should asset loading code be in the platform specific or independent code?]
[1:15:03][Correction to alpha blending question: sub-pixel rendering]
[1:19:32][When we get alpha blending, will we think about gamma correction?]
[1:20:37][Will we be doing resampling to get bitmaps on screen with arbitrary sizes?]
[1:20:56][Will Handmade Hero have Mordenkainen's faithful watchdog?]
[1:21:35][Cool command line texture is homemade]
[1:21:43][Are bitmaps going to be in an atlas file? *reminder on what kinds of questions to ask*]
[1:23:28][I saw a height * (width - 1), should that have been (height * width) - 1?]
[1:26:56][In tiles code, will the area where it's possible to move be imported in bitmaps too?]
[1:27:56][You can simplify DrawBitmap() by changing MaxX initialisation to MinX+Bitmap->Width, same for height]
[1:29:00][Why not embrace the inverted bitmap format?]
[/video]