Game Development Reference
In-Depth Information
if (tex){
tex->texID=0;//Zero existing value
for (i=0; i<selScene->texTotal; i++){
if (strcmp(tex->name, selScene->gltextures[i].
name)==0){
tex->texID = selScene->gltextures[i].texID;
}
}
ASSERT(tex->texID);//Was it found?
}
}
obj = obj->next;
}
}
glFinish();
if (m_glhdc) selScene->textList.CreateGLFonts(m_glhdc);
int tmp = selScene->curframe;
selScene->curframe=-1;
SetFrame(tmp);
UpdateAllViews(NULL, UPDATE_SCENE);
return TRUE;
}
Because this section of code comes from the development environment
for Toon3D, it includes the MFC call to UpdateAllViews. Refer to Appendix
B for more information about MFC.
Summary
That concludes our consideration of using scenes within your game. You
are probably left with more questions than answers. Should resources be
global or scene level? Should the scene use physics simulations? What
memory requirement for textures should be assumed? These questions
have no definite answers. The answers will depend both on your game
and the users. It is fair to expect hardware to improve at incredible rates,
but does that mean you should necessarily exclude those users with older
machines? At the beginning of a project you should set a minimum target
for the destination hardware and keep within this definition. If the project
is only going to take a week or so to create, a simple Web3D demo, then
this is easier to achieve than if the project lifetime is 2 years.
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