devilutionX
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Simplify foliage rendering
During ReencodeDungeonCels, extracts floor tile foliage into a triangle with the floor frame and a separate 16-px tall TransparentSquare.
This means that the floor frames are now always triangles and the foliage can be rendered directly without masking.
Dungeon graphics sizes:
| Map | Frames | Foliage frames | Byte size | Before PR | After PR |
|---|---|---|---|---|---|
| Town | 3,803 | 41 | 2,317,832 | 2,242,056 | 2,242,190 |
| L1 | 1,119 | 11 | 738,836 | 721,604 | 721,110 |
| L4 | 1,091 | 6 | 603,140 | 584,500 | 584,242 |
RG99 binary size reduced by ~4 KiB: 2,426,380 bytes -> 2,421,388 bytes
uh, this has a conflict now :o
Rebased
Nice to have it split the data like this, also good to have the comments to explain what it's doing.