CarlZalph

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File Comments posted by CarlZalph


  1. Insofar as I know once the texture uploads to the GPU, regardless of initial format, it'll get converted to something the GPU handles more efficiently; it may do some form of DXT conversion on the fly to either some raw DXT block or DDS.  This would also include it generating mipmaps if needed.

    So it may be more beneficial for you to do the conversion beforehand for some performance increase during loads/texture swaps, but I'm not sure how the engine+hardware handles such things exactly.  This would also let you fine tune how much lossy compression is applied to your texture by visual inspection to see the degradation of the various settings at your disposal.

    Only making a mention of this since you've declared RGBA as a visual standard- it's good for things that have a desire to be edited, but baking into a GPU texture for rendering would increase runtime performance either during loading or texture swapping states.

    • Sad 1

  2. You've declared:  local G = GLOBAL

    But don't use it at all.

     

    Also, could you add in this option to make the autocomplete still show, but does not interact at all with the user's input?

    AddClassPostConstruct(
        "widgets/wordpredictionwidget",
        function(self)
            self.OnRawKey = function(self, key, isdown, ...)
                if key == KEY_BACKSPACE or key == KEY_DELETE
                then
                    self.active_prediction_btn = nil
                    self:RefreshPredictions()
                end
                return false
            end
            self.OnControl = function(self, control, isdown, ...)
                if self._base.OnControl(self, control, down, ...)
                then
                    return true
                end
                return false
            end
            self.OnTextInput = function(self, text, ...)
                return false
            end
        end
    )

     

    • Sad 1