RGEE uses image waveforms.
They can really eat up your graphics card texture size limit. So to work around this, i made it so when the width exceeds the limit, it just put the excess right below!
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(Something like this) |
When i was redoing the waveform generation code, i realized it would't work forever. So now, when it exceeds the texture limit height, it will then just squash it vertically. Retaining time accuracy without much visual loss!
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1024x1024 texture for a 2-minute song still looks pretty good! |
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I don't think a 512x512 graphics card would even get to this point, but you can at least still make out the beats! |
There is probably a better system that could be done, but i'm just particularly fond of this!
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