trimming problems that are likely the result of a bad image file or
tileset description.
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configuration reasons to avoid annoying "recompile and nothing works"
phenomenon. We'll opt for the "make incompatible class change and nothing
works" scenario instead.
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may well have a -1 origin offset. We use Integer.MIN_VALUE now which is
definitely not going to be a valid value.
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image) from some other (presumably non-trimmed) tileset.
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of rectangle objects. Thus rendering hundreds of tiles each frame has an
"undesirable" impact on garbage collection. I think Walter and I were
seeing something like 400k per second of garbage. So we're back to
extracting a subimage, which we're pretty sure doesn't copy the image
data, but simply draws the cropped image data directly from the original
rasters without creating shitloads of garbage.
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bundle so that we can recolor them if we later desire.
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longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
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so that we can generate a whole set of bundles in a directory tree in one
fell swoop.
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- removed tabs
- explicitly specify imports
- I made each comment a complete and punctuated sentance.
- other minor convention changes
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have coordinates outside of the normal scene coordinates.
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some other things up to date with changes that had been made to that
effect previously. I love the vast sweeping changes that come along with a
change of mind.
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with the destination screen device. Updated existing code that previously
created buffered images directly to reference ImageUtil.
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image that should be centered at the origin when the tile is rendered.
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can't load the ImageIO classes. This unfortunately means that we're back
to passing a Component instance to the ImageManager at construct time.
Whee!
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