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Ein neues Thema erstellen Auf das Thema antworten  [ 4 Beiträge ] 
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 Betreff des Beitrags: Gesucht - schnelle Lösungen um Screens komplett zu bearbeite
BeitragVerfasst: 03.01.2017 15:34 
Offline

Registriert: 29.08.2004 13:18
bearbeiten passte nicht mehr komplett.

Ich suche Lösungen, die den kompletten Screen bearbeiten können, bspw. in Schwarz/Weis ändern, verpixeln, unschärfe etc. und das sehr sehr schnell. Mit den Direktzugriff auf den Buffer kommt man bei Auflösungen von 1920x1080 nicht mehr weit....

Für Helligkeit hätte ich schon was gefunden
Code:
    ;ein Sprite erzeugen
    ClearScreen(RGB(0,0,0))
    blackscreen=GrabSprite(#PB_Any,0,0,1920,1080)
    TransparentSpriteColor(blackscreen,RGB(255,255,255))
    ;...
    ;einfach transparent drüber zeichen
    DisplayTransparentSprite(blackscreen,0,0,blacki)
   flipbuffers()


Verpixeln kann man so realisieren
Code:
pixelscale.d=1/Factor
      If pixelscale>0 And pixelscale<1
        pixelit=GrabSprite(#PB_Any,0,0,1920,1080)
        ZoomSprite(pixelit,1920*pixelscale,1080*pixelscale)
        DisplaySprite(pixelit,0,0)
        FreeSprite(pixelit)
        pixelit=GrabSprite(#PB_Any,0,0,1920*pixelscale,1080*pixelscale)
        ;SpriteQuality(#PB_Sprite_BilinearFiltering)
        ZoomSprite(pixelit,1920,1080)
        DisplaySprite(pixelit,0,0)
        ;SpriteQuality(#PB_Sprite_NoFiltering)
        FreeSprite(pixelit)
      EndIf


mit
Code:
 ClearScreen(RGB(0,0,$ff));blaufilter
    filter=GrabSprite(#PB_Any,0,0,1920,1080)
    TransparentSpriteColor(filter,RGB(255,255,255))

SpriteBlendingMode(#PB_Sprite_BlendSourceAlpha, #PB_Sprite_BlendSourceColor)
      DisplayTransparentSprite(filter,0,0,0)
      SpriteBlendingMode(#PB_Sprite_BlendSourceAlpha, #PB_Sprite_BlendInvertSourceAlpha)

kann man farben filtern, hier würde nur noch der Blauton aller Farben vorhanden sein.

Ich such halt noch Routinen, wie man sehr schnell die Farbe ändern kann - also bspw. ein Rotstrich verpassen (ohne das Schwarz rot wird) oder s/w.

_________________
CodeArchiv Rebirth: Deutsches Forum Github Mirror Hilfe ist immer gern gesehen!


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 Betreff des Beitrags: Re: Gesucht - schnelle Lösungen um Screens komplett zu bearb
BeitragVerfasst: 03.01.2017 15:43 
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Registriert: 08.03.2013 14:27
Wohnort: Bad Berleburg
Da gab es doch was neues.

CustomFilterCallback()

Vielleicht hilft dir das ja weiter ;)

_________________
PBExpress
Lightweight PureBasic FastCGI Framework

Github: https://github.com/reVerBxTc/PBExpress
Wiki: https://github.com/reVerBxTc/PBExpress/wiki


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BeitragVerfasst: 03.01.2017 16:30 
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Registriert: 29.08.2004 13:18
aus der Hilfe: Note: The #PB_2DDrawing_CustomFilter drawing mode only works on ImageOutput() and CanvasOutput().

und zum anderen: Das ist leider sehr langsam, weil es die CPU macht. Ich brauche Lösungen, wie die GPU das erledigen kann. Würde mich wundern, wenn es für solche Fälle keine vordefinierten Funktionen geben würde.

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 Betreff des Beitrags: Re: Gesucht - schnelle Lösungen um Screens komplett zu bearb
BeitragVerfasst: 15.01.2017 12:29 
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Registriert: 27.11.2016 18:13
Wohnort: Erzgebirge
Zitat:
Das ist leider sehr langsam, weil es die CPU macht. Ich brauche Lösungen, wie die GPU das erledigen kann.


1. Frage: Was möchtest du genau erreichen? Screen-Filter?
2. Frage: Soll das ganze nur unter modernen Windows-Systemen funktionieren ? Oder z.B. auch unter Linux ?

GPU-Programme nennt man "Shader".
Diese "Shader" sind eigenständige Programme (ähnlich wie dll's), aber laufen über die GPU.
An Alle: Wie könnte man so etwas mit 3d-Befehlen (interne OGRE-Engine) realisieren?
(Ich kenne mich mit "Shader" nicht aus.)

Normal könnte man es ja so machen:
Code:
UsePNGImageDecoder()

DisableDebugger

#ScreenWidth  = 800
#ScreenHeight = 600

If InitSprite() = 0 Or InitKeyboard() = 0
  MessageRequester("Error", "Du brauchst die Power von DirectX.",0)
EndIf

Structure Pixel
  Pixel.l
EndStructure

Procedure SpriteReplaceColor(sprite.l,color1.l, color2.l)
  Protected Buffer.l
  Protected Pitch.l
  Protected PixelFormat.l
 
  Protected x.l
  Protected y.l
 
  Protected Width.l
  Protected Height.l
 
  Protected *Line.Pixel
 
  If StartDrawing(SpriteOutput(sprite))
    DrawingMode(#PB_2DDrawing_AlphaChannel)
    Buffer      = DrawingBuffer()
    Pitch       = DrawingBufferPitch()
    PixelFormat = DrawingBufferPixelFormat()
   
    If PixelFormat = #PB_PixelFormat_32Bits_BGR
      color1 = (color1 & $0000FF) << 16 | (color1 & $00FF00) | (color1 & $FF0000) >> 16
      color2 = (color2 & $0000FF) << 16 | (color2 & $00FF00) | (color2 & $FF0000) >> 16
    EndIf
   
    Width  = SpriteWidth(sprite)
    Height = SpriteHeight(sprite)
   
    For y = 0 To Height-1
      *Line.Pixel = Buffer+Pitch*y
      For x = 0 To Width-1
        If *Line\Pixel = color1
          *Line\Pixel = color2
        EndIf
        *Line+4
      Next
    Next
    StopDrawing()
  EndIf
 
EndProcedure

Procedure SpriteGray(ID)
If IsSprite(id)=0:ProcedureReturn 0:EndIf
 StartDrawing(SpriteOutput(ID))
 IW = SpriteWidth(ID)
 IH = SpriteHeight(ID)
 Buffer      = DrawingBuffer()
 Pitch       = DrawingBufferPitch()
 *pxData1.LONG
 PixelFormat=DrawingBufferPixelFormat()
 
 Select PixelFormat
  Case   #PB_PixelFormat_8Bits       ; 1 Byte pro Pixel, mit Palette ("palettized")
   ByteOffset=1
  Case #PB_PixelFormat_15Bits      ; 2 Byte pro Pixel
   ByteOffset=2
  Case #PB_PixelFormat_16Bits      ; 2 Byte pro Pixel
   ByteOffset=2
  Case #PB_PixelFormat_24Bits_RGB  ; 3 Byte pro Pixel (RRGGBB)
   ByteOffset=3
  Case #PB_PixelFormat_24Bits_BGR  ; 3 Byte pro Pixel (BBGGRR)
   ByteOffset=3
  Case #PB_PixelFormat_32Bits_RGB  ; 4 Byte pro Pixel (RRGGBB)
   ByteOffset=4
  Case #PB_PixelFormat_32Bits_BGR  ; 4 Byte pro Pixel (BBGGRR)
   ByteOffset=4
 EndSelect

 For Lines=0 To IH-1
  *pxData1 = Buffer + (Lines*pitch)
  For t=0 To IW-1
   m=*pxData1\l
 
   Select Pixelformat
    Case #PB_PixelFormat_16Bits

    Case #PB_PixelFormat_24Bits_BGR,#PB_PixelFormat_32Bits_BGR
     
     p=m >> 24 & $FF
     r= m >> 16 & $FF
     g= m >> 8 & $FF
     b= m  & $FF
     gray=((r*29)+(g*58)+(b*11))/100
     m=   gray | gray << 8 | gray << 16 | p << 24

    Case #PB_PixelFormat_24Bits_RGB,#PB_PixelFormat_32Bits_RGB
     p=m >> 24 & $FF
     b= m >> 16 & $FF
     g= m >> 8 & $FF
     r= m  & $FF
     gray=((r*29)+(g*58)+(b*11))/100
     m=   gray | gray << 8 | gray << 16 | p << 24

   EndSelect
     
   *pxData1\l=m
   *pxData1 + ByteOffset
  Next
 Next
 StopDrawing()
 
EndProcedure

Procedure SpriteMirrorHorizontal(SpriteID)
StartDrawing(SpriteOutput(SpriteID))
 IW = SpriteWidth(SpriteID)
 IH = SpriteHeight(SpriteID)
 Buffer      = DrawingBuffer()
 Pitch       = DrawingBufferPitch()
 
 *pxData1.LONG = Buffer
 *pxData2.LONG = *pxData1 + (IH-1)*Pitch

 mem=AllocateMemory(Pitch)
 For lines=0 To IH/2-1
  CopyMemory(*pxData1,mem,pitch)
  CopyMemory(*pxData2,*pxData1,pitch)
  CopyMemory(mem,*pxData2,pitch)
  *pxData1 + pitch
  *pxData2 - pitch
 Next
 StopDrawing()
 If mem: FreeMemory(mem):EndIf
EndProcedure

Procedure SpriteMirrorVertical(SpriteID)
StartDrawing(SpriteOutput(SpriteID))
 IW = SpriteWidth(SpriteID)
 IH = SpriteHeight(SpriteID)
 Buffer      = DrawingBuffer()
 Pitch       = DrawingBufferPitch()
 
 *pxData1.LONG = Buffer
 *pxData2.LONG = *pxData1 + (IH-1)*Pitch
 PixelFormat=DrawingBufferPixelFormat()
 ByteOffset=4
 Select PixelFormat
  Case   #PB_PixelFormat_8Bits       ; 1 Byte pro Pixel, mit Palette ("palettized")
   ByteOffset=1
  Case #PB_PixelFormat_15Bits      ; 2 Byte pro Pixel
   ByteOffset=2
  Case #PB_PixelFormat_16Bits      ; 2 Byte pro Pixel
   ByteOffset=2
  Case #PB_PixelFormat_24Bits_RGB  ; 3 Byte pro Pixel (RRGGBB)
   ByteOffset=3
  Case #PB_PixelFormat_24Bits_BGR  ; 3 Byte pro Pixel (BBGGRR)
   ByteOffset=3
  Case #PB_PixelFormat_32Bits_RGB  ; 4 Byte pro Pixel (RRGGBB)
   ByteOffset=4
  Case #PB_PixelFormat_32Bits_BGR  ; 4 Byte pro Pixel (BBGGRR)
   ByteOffset=4
 EndSelect

 For Lines=0 To IH-1
  *pxData1 = Buffer + (Lines*pitch)
  *pxData2 = *pxData1 + pitch-4
  For t=0 To (IW/2)-1
   m=*pxData1\l
   *pxData1\l=*pxData2\l
   *pxData2\l=m
   *pxData1 + ByteOffset
   *pxData2 - ByteOffset
  Next
 Next
 StopDrawing()
EndProcedure

Procedure FarbStich(spID,r,g,b,a)
  TransparentSpriteColor(spID,RGB(255,255,255))
  DisplayTransparentSprite(spID,0,0,a,RGB(r,g,b))
EndProcedure

Procedure SchwarzWeis(spID)
  SpriteGray(spID)
  DisplaySprite(spID,0,0)
EndProcedure

Procedure FarbeAendern(spID,r1,g1,b1,r2,g2,b2)
  SpriteReplaceColor(spID,RGB(r1,g1,b1),RGB(r2,g2,b2))
  DisplaySprite(spID,0,0)
EndProcedure

CatchImage(100, ?TestImage)

If OpenScreen(#ScreenWidth, #ScreenHeight, 32, "PB Extrem-Test")
 
  lpg = CreateSprite(#PB_Any, 100, 100)
  StartDrawing(SpriteOutput(lpg))
    DrawImage(ImageID(100),0,0,100,100)
  StopDrawing()
  xx = 20
  Repeat
    ClearScreen(RGB(0,0,0))
    DisplaySprite(lpg,xx,20)
    filter=GrabSprite(#PB_Any,0,0,#ScreenWidth,#ScreenHeight)
   
    ;FarbStich(filter,255,255,0,70)
    SchwarzWeis(filter)
    ;FarbeAendern(filter,0,0,0,255,255,0)
   
    FlipBuffers()
    xx + 2
    FreeSprite(filter)
    ExamineKeyboard()
   
  Until KeyboardPushed(#PB_Key_Escape)

Else
  MessageRequester("Error","Warum nur tust du mir das an?",0)
EndIf

End

DataSection
   TestImage:
   Data.b $89, $50, $4E, $47, $0D, $0A, $1A, $0A, $00, $00, $00, $0D, $49, $48, $44, $52
   Data.b $00, $00, $00, $30, $00, $00, $00, $30, $08, $06, $00, $00, $00, $57, $02, $F9
   Data.b $87, $00, $00, $00, $09, $70, $48, $59, $73, $00, $00, $1C, $20, $00, $00, $1C
   Data.b $20, $01, $CD, $0F, $9B, $9E, $00, $00, $00, $07, $74, $49, $4D, $45, $07, $D6
   Data.b $0C, $1C, $15, $17, $0D, $B6, $53, $C9, $04, $00, $00, $0C, $9C, $49, $44, $41
   Data.b $54, $68, $DE, $D5, $99, $79, $8C, $5D, $D7, $5D, $C7, $3F, $E7, $9C, $7B, $EF
   Data.b $5B, $E6, $BD, $D9, $17, $CF, $E2, $78, $A9, $27, $09, $B6, $A2, $26, $71, $90
   Data.b $93, $8A, $2C, $60, $D2, $02, $6D, $54, $94, $96, $48, $24, $6D, $11, $55, $55
   Data.b $05, $A5, $40, $25, $4A, $04, $52, $A1, $82, $06, $A9, $8A, $10, $02, $A1, $A6
   Data.b $34, $40, $45, $CB, $2A, $0A, $51, $A0, $B4, $84, $2C, $4E, $52, $E3, $6C, $B6
   Data.b $C7, $F6, $64, $C6, $19, $7B, $16, $8F, $67, $5F, $DF, $BE, $DF, $77, $CF, $E1
   Data.b $8F, $7B, $66, $3C, $36, $89, $ED, $B1, $C7, $48, $1C, $E9, $E8, $5E, $DD, $27
   Data.b $BD, $FB, $FB, $9E, $DF, $F6, $FD, $FE, $AE, $62, $8B, $56, $4B, $3C, $2A, $9E
   Data.b $79, $F4, $A1, $96, $87, $F6, $DF, $D6, $11, $53, $2A, $32, $B6, $94, $52, $81
   Data.b $D6, $0E, $A0, $00, $B9, $61, $0B, $BB, $B9, $E4, $FE, $9A, $96, $D8, $22, $FB
   Data.b $C5, $F4, $23, $0F, $7E, $B9, $51, $D7, $FF, $D8, $F1, $5C, $29, $1C, $15, $18
   Data.b $29, $2B, $06, $72, $46, $90, $D1, $82, $4C, $A0, $C9, $D4, $B5, $49, $D7, $11
   Data.b $E9, $BA, $54, $99, $9A, $A3, $D2, $15, $A9, $D2, $45, $44, $2A, $A7, $4D, $7A
   Data.b $36, $5F, $4A, $1D, $3E, $37, $93, $7E, $73, $72, $B6, $70, $66, $25, $E5, $07
   Data.b $DA, $68, $60, $6D, $07, $F6, $7A, $63, $00, $9C, $79, $E2, $D1, $9B, $55, $A6
   Data.b $30, $50, $74, $DD, $06, $E3, $07, $18, $BF, $8E, $30, $06, $61, $C0, $51, $02
   Data.b $E5, $39, $38, $9E, $83, $F2, $5C, $1C, $C7, $C5, $95, $02, $19, $F8, $50, $2E
   Data.b $41, $AD, $82, $10, $E0, $7A, $11, $94, $E7, $82, $52, $B5, $74, $AE, $58, $D0
   Data.b $F9, $6A, $26, $55, $F5, $8F, $DC, $F9, $C3, $D7, $9E, $06, $E6, $81, $8C, $05
   Data.b $72, $D1, $72, $AE, $D7, $F8, $87, $6F, $DE, $A1, $A2, $E9, $FC, $B7, $A7, $CF
   Data.b $4F, $37, $68, $40, $1B, $83, $36, $60, $08, $37, $F6, $AA, $0D, $04, $1A, $02
   Data.b $6D, $D0, $08, $94, $1B, $C5, $69, $6A, $C2, $69, $6C, $42, $7A, $1E, $A2, $0A
   Data.b $C2, $57, $4C, $8D, $0C, $7A, $1D, $41, $AD, $75, $5F, $57, $57, $FC, $E1, $D7
   Data.b $DE, $01, $B8, $17, $78, $1D, $28, $DC, $10, $00, $7F, $76, $FF, $81, $2F, $2E
   Data.b $9C, $9D, $78, $C0, $6C, $74, $AB, $00, $63, $42, $F7, $5E, $78, $6E, $C2, $80
   Data.b $17, $20, $8D, $41, $FB, $15, $AA, $2B, $15, $CA, $2B, $4B, $61, $6C, $08, $45
   Data.b $C1, $D4, $89, $F9, $25, $F6, $DF, $B4, $DD, $FC, $C2, $91, $E3, $E9, $C9, $62
   Data.b $69, $9B, $B5, $B1, $F6, $7E, $C6, $63, $93, $EA, $9A, $D7, $D0, $AF, $3D, $BA
   Data.b $33, $37, $B3, $F0, $8D, $AA, $EF, $83, $31, $18, $13, $9A, $6B, $36, $A2, $31
   Data.b $1B, $1E, $08, $90, $02, $A4, $B4, $5B, $80, $14, $06, $25, $C0, $77, $14, $54
   Data.b $0A, $3C, $B0, $BD, $8F, $2F, $9D, $1A, $C9, $1F, $4B, $65, $97, $80, $53, $C0
   Data.b $00, $B0, $B8, $E5, $00, $6E, $EF, $68, $91, $D1, $E5, $D4, $B7, $B2, $D9, $6C
   Data.b $23, $18, $CC, $DA, $59, $6F, $30, $DE, $98, $0D, $BF, $58, $8F, $20, $D6, $C2
   Data.b $CB, $80, $08, $EF, $44, $43, $92, $62, $6E, $85, $7B, $BB, $B7, $F1, $17, $E7
   Data.b $E7, $4A, $FF, $3C, $35, $37, $0F, $BC, $03, $BC, $0C, $BC, $07, $14, $2F, $FE
   Data.b $E7, $2D, $00, $F0, $DC, $CF, $3F, $F0, $B9, $D4, $C2, $E2, $CF, $69, $63, $42
   Data.b $43, $0D, $18, $63, $CD, $5D, $F7, $C6, $C5, $EF, $34, $EF, $03, $D0, $4D, $B6
   Data.b $B0, $9C, $5A, $E4, $F6, $D6, $56, $4E, $94, $AB, $B5, $AF, $0D, $9D, $59, $02
   Data.b $4E, $00, $2F, $59, $0F, $64, $3F, $A8, $02, $61, $6B, $F4, $A6, $D7, $C0, $AF
   Data.b $7E, $AA, $A7, $3E, $33, $FF, $7C, $B1, $52, $89, $E9, $75, $E3, $2F, $24, $EE
   Data.b $7A, $F2, $1A, $61, $3D, $20, $2C, $B0, $8B, $81, $44, $92, $CD, $2C, $66, $D3
   Data.b $EC, $F0, $1C, $62, $8D, $8D, $C1, $27, $0F, $1F, $5D, $AE, $69, $3D, $08, $FC
   Data.b $27, $F0, $DF, $36, $74, $EA, $97, $B3, $65, $D3, $49, $BC, $2D, $1E, $95, $0D
   Data.b $CB, $A9, $3F, $9F, $CF, $64, $5B, $EB, $DA, $86, $87, $14, $08, $21, $C2, $E4
   Data.b $15, $62, $3D, $65, $8D, $08, $BD, $83, $30, $17, $9D, $BC, $30, $E0, $C5, $13
   Data.b $A4, $2A, $55, $9A, $B4, $4F, $7F, $4F, $AF, $B9, $FF, $D5, $37, $53, $85, $7A
   Data.b $7D, $14, $38, $04, $1C, $B1, $A5, $D3, $BF, $92, $3D, $9B, $06, $F0, $BD, $BB
   Data.b $6F, $DB, $51, $2A, $64, $9B, $DC, $98, $BB, $D4, $28, $44, $9B, $13, $68, $55
   Data.b $01, $7C, $24, $01, $10, $04, $9A, $7A, $50, $47, $23, $C2, $92, $23, $42, $4F
   Data.b $5C, $F4, $52, $2F, $42, $59, $45, $08, $52, $33, $7C, $64, $D7, $4E, $1E, $79
   Data.b $EB, $64, $F6, $5C, $A1, $34, $09, $FC, $D8, $EE, $F3, $B6, $F2, $DC, $90, $4E
   Data.b $DC, $00, $7C, $18, $F8, $B8, $14, $E2, $CE, $CE, $88, $D7, $D6, $1F, $75, $93
   Data.b $3B, $A3, $5E, $BC, $37, $EA, $C5, $BA, $63, $D1, $C8, $81, $F6, $D6, $86, $42
   Data.b $D5, $57, $75, $AD, $C1, $7A, $06, $04, $CA, $F5, $30, $DA, $40, $73, $27, $33
   Data.b $D3, $A3, $1C, $DC, $BE, $9D, $A7, $46, $27, $0B, $CF, $8E, $4D, $4E, $02, $AF
   Data.b $00, $CF, $DB, $F8, $CF, $7D, $50, $D2, $6E, $05, $00, $0F, $E8, $06, $3E, $64
   Data.b $AF, $4D, $76, $37, $02, $4D, $F7, $75, $B4, $DC, $FC, $F5, $5D, $7D, $3F, $5D
   Data.b $F1, $7D, $A9, $A5, $40, $08, $89, $10, $82, $68, $A2, $89, $B2, $72, $E9, $2E
   Data.b $67, $19, $CE, $64, $D8, $D7, $DE, $C1, $6B, $C5, $4A, $F9, $37, $8F, $0D, $CE
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   Data.b $21, $11, $3C, $6C, $F5, $C1, $89, $0D, $F3, $A2, $1B, $32, $DC, $15, $16, $4C
   Data.b $C4, $92, $B6, $4E, $E0, $26, $A0, $1F, $E8, $BF, $AD, $31, $7E, $CB, $67, $7A
   Data.b $3B, $F6, $3C, $D8, $DB, $D3, $DD, $92, $68, $F1, $EA, $91, $44, $28, $29, $A5
   Data.b $83, $91, $92, $42, $3E, $C3, $EA, $F4, $28, $B1, $58, $24, $F8, $CC, $C9, $91
   Data.b $D4, $B9, $62, $65, $C2, $7E, $85, $7C, $C1, $92, $BC, $CC, $66, $B4, $B1, $D8
   Data.b $82, $46, $B8, $31, $C4, $B6, $01, $BB, $80, $7E, $25, $44, $FF, $27, $BA, $9A
   Data.b $6F, $7D, $B8, $BB, $63, $D7, $47, $B6, $F5, $B4, $89, $78, $8B, $CC, $96, $4B
   Data.b $64, $17, $A6, $20, $E2, $06, $8F, $9E, $18, $59, $59, $A8, $D4, $C6, $AC, $36
   Data.b $78, $D1, $CE, $4A, $37, $CD, $50, $C5, $16, $D2, $92, $0F, $0C, $B1, $36, $CF
   Data.b $E9, $7F, $AC, $B7, $FD, $D6, $7D, $D1, $58, $EF, $8A, $31, $3C, $3D, $3E, $93
   Data.b $CD, $FA, $F5, $35, $E3, $5F, $B2, $33, $D2, $6B, $62, $A8, $82, $1B, $B3, $D4
   Data.b $25, $21, $B6, $03, $D8, $63, $C3, $AC, $CB, $36, $A9, $E3, $36, $69, $47, $6D
   Data.b $CD, $37, $5B, $C2, $85, $6E, $00, $59, $74, $80, $98, $D5, $05, $DB, $AC, $77
   Data.b $2A, $56, $C8, $CF, $5F, $CB, $28, $E5, $FF, $12, $C0, $A5, $21, $E6, $D8, $30
   Data.b $33, $37, $92, $62, $FF, $BF, $5A, $FF, $03, $14, $40, $F3, $DA, $D8, $5F, $19
   Data.b $B7, $00, $00, $00, $00, $49, $45, $4E, $44, $AE, $42, $60, $82
EndDataSection


Das ist halt nicht sehr schnell.

Jetzt sind die Künstler für Optimierung gefragt.

Oder lässt sich dein Ziel auch einfacher erreichen?

"Man sollte sich das Programmieren mit Shader-Skripts mal genauer anschauen."


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