-
Notifications
You must be signed in to change notification settings - Fork 4
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Accept fill texture embed (ByteString) #8
Conversation
Thanks for the additions. I like the extra options. One question though - doesn't embedding fonts and images in the binary increase the size of the memory footprint? Like - won't it eat up more RAM? It's good as an option one way or another I just want to make sure I understand the consequences. Now that I'm working on my demo game I'm thinking of making UV mapping more explicit. It means diverging from the original paper I set out to implement but I think it will be more useful.
|
Accept fill texture embed (ByteString)
I take that back - I guess I have pushed a very old version of |
It's through Hackage that I found gelatin. As a rev dep of the gl package. Btw why did you pick gl over OpenGL?
|
I tried to test if the embeds are loaded into memory, but I did not find meaningful results (Linux memory measuring is not as straightfwd as it might seem). I tried testing it with a big jpg so see if a memory size increase as obvious: well it wasn't. I opened an issue over at the |
The OpenGL package has a very light layer over the raw bindings that provide a "Haskell way of doing things" including StateVar and some other features. That made it harder to follow any OpenGL tutorials (like the NeHe articles) because you constantly have to map idiomatic OpenGL to Haskell OpenGL - and then debug, which was difficult. This was the sentiment behind Thanks for digging into the file-embed situation! |
To my best understanding file-embeds are in mem. So better not embed them in real life apps. |
Okay, this one is more tricky. I made a
FillTextureFile
which does whatFillTexture
used to do. NowFillTexture
is taking aByteString
.I can not judge well if the
ByteString
apporach is a good one. I can also imagine its great to haveFillTexture
take aDynamicImage
or even aGLuint
(pointing to the texture in GL'istan).Currently it compiles the example, for what that's worth. :)
This changes the API, so a version bump of
-gl
and-core
is probably/officially needed.