Kevin Fuller
Kevin Fuller
Alternatively, to maintain a pixel perfectness, you could instead pass a single 512-entry palette to the fragment shader that is a combination of the original 256-color palette, and the 256-color...
Terrain is now also affected by this, likely for the same (or similar) reason.
Just realized this entire region will be covered up by the UI anyway. May not need to fix it.
I've been thinking this should probably wait until we have something setup for a UI. We could setup a temporary render system for it though in the meantime.
I did some investigation into Conrod. It looks promising, but I don't think it's quite ready yet: https://github.com/angered-ghandi/OpenAOE/issues/50
The rusttype library also looks like it could work, and that would eliminate the need for the SDL2_ttf C library since it's written entirely in Rust.
That's a good question. I suppose we should start with whatever is easiest. Currently, we're only looking at the game directory from the CD (so we're missing out on fonts...