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-
- Problems
- ========
-
- A list of the not-so-good "features" of this program.
-
- The textures are not generated as functions of X and Y, but in a serial
- manner. In other words, they are generated in an all-or-nothing manner. It
- would sometimes be useful to produce the texture at a limited number of
- points, for example to see a low-resolution version of the texture which
- gradually increases in resolution until it is complete. This is not
- possible; a problem which is connected to the use of inverse fast-fourier
- transforms, which are so advantageous in other ways, that a low resolution
- preview feature cannot be implemented without a performance hit.
-
- No parallel processing support exists yet, though hopefully this will produce
- excellent speed benefits when implemented.
-
- The program makes extensive use of self-modifying code to improve execution
- speed. All the correct SWIs to ensure StrongARM compatibility have been
- employed, but there has not yet been any testing.
-
- Dozens of useful texture routines have yet to be implemented. See the
- "plans" file for details.
-
- The front-end could be extended to provide control over features which are
- currently only accessible by the editing of texture generation files. A
- proper palette editor of some kind is top of the list. A texture properties
- dialogue box may be added to the main menu to offer control over various
- texture features, including proper layering.
-
- Animation cannot change between two completely different textures using
- "key-frames" or, indeed at all.
-
- The dithering patterns used by the program involve a number of types of
- simple random dithering. The dithering used means that the same degree of
- dithering is used in all screen modes. A command such as: "If
- IsLessThanOrEqualTo(LogBitsPerPixel,&2) Then Dithering(&4000) Else If
- IsEqualTo(LogBitsPerPixel,&3) Then Dithering(&2000) Else Dithering(&0)" may
- be used where this is inappropriate as compensation. The dithering technique
- used also means things can appear with slightly different tints in 16 and 256
- colour modes. Setting the dithering to "FloydSteinberg" should make the
- program use Floyd-Steinberg dithering, but this is a feature that does not
- corrently work.
-
- The 24bit virtual sprite support does not yet exist, so textures with
- multiple layers are still very primitive.
-
- Resizing textures partially obscured by windows means they temporarily jump
- to the top of the window stack. RISC OS seems to offer little support for
- plotting scaled sprites clipped to windows. Short of writing custom display routines, there seems little that can be done about this. Still, this is
- not as bad as certain OSs that could be mentioned.
-
- Changing the template set in use should operate in a more friendly manner.
-
- Those using more "chunky" window furniture than the author's may find that
- the control window's minimum size allows the tops of the texture icons to be
- seen. Those finding the efect sufficiently ugly, will find that it may be
- very easily remedied with the assistance of a template editor.
-