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What's harder is clipping against the sides of the screen.

What's harder is clipping against the sides of the screen. With no branching, there's no way to prevent the sprite from writing past the end of a line/screen (wrapping/mem-stomping). So, there does need to be a test per sprite to detect that case and fall back on a more complicated blitter. In fullscreen modes, you could also just make your screen buffer bigger than the actual screen by the width and height of your largest sprite.

Posted by nitrogen on Apr 8, 2015, 7:34 AM

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What's harder is clipping against the sides of the screen.

nitrogenApr 8, 2015, 7:34 AM

What's harder is clipping against the sides of the screen. With no branching, there's no way to prevent the sprite from writing past the end of a line/screen (wrapping/mem-stomping). So, there does need to be a test per sprite to detect that case and fall back on a more complicated blitter. In fullscreen modes, you could also just make your screen buffer bigger than the actual screen by the width and height of your largest sprite.

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