David Piuva 95dbc22b08 Avoiding infinite background depth for faster deferred light. 5 years ago
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DirtyRectangles.h 1f107d72e8 Moved the example Sprite Engine to a separate folder. 5 years ago
Octree.h 60d6ae7143 Erasing sprites and models using delete in Sandbox. 5 years ago
README.md 1f107d72e8 Moved the example Sprite Engine to a separate folder. 5 years ago
importer.cpp 1f107d72e8 Moved the example Sprite Engine to a separate folder. 5 years ago
importer.h 1f107d72e8 Moved the example Sprite Engine to a separate folder. 5 years ago
lightAPI.cpp cabcc45574 Fixed colored directed light bug by removing old placeholder. 5 years ago
lightAPI.h 1f107d72e8 Moved the example Sprite Engine to a separate folder. 5 years ago
orthoAPI.cpp 1f107d72e8 Moved the example Sprite Engine to a separate folder. 5 years ago
orthoAPI.h 1f107d72e8 Moved the example Sprite Engine to a separate folder. 5 years ago
spriteAPI.cpp 95dbc22b08 Avoiding infinite background depth for faster deferred light. 5 years ago
spriteAPI.h 3b862e2275 Storing type names in the sprite engine. 5 years ago

README.md

Sprite engine for the DFPSR SDK

Created for the SDK and used as an example for how to make your own isometric rendering engine on top of DFPSR. Instead of feeling limited by what it can't do, try modifying the code and optimizing your own filters using the SIMD and threading abstractions. This engine is currently re-using some DFPSR internals of the "image" and "render" folders, but these are not version stable APIs and might break backward compatibility.