Warning: I am 100% new to SDL and game design and haven’t tried anything before asking this question.
I have this idea to make a game that uses triangular pixel art. So all the graphics will be 100% triangles of different colors. I could do this with saved textures that consist of colored triangles, but I was thinking there should be a faster, more memory efficient, better way to do it.
I was thinking I could save my textures as some image format where each square pixel corresponds to the color of a full triangle, saving the maximum amount of memory and using existing image manipulation stuff to make it efficient and easy to deal with. Then, to render it to the screen, I have a few ideas. I could have one (actually two since there are upside down triangles) triangle texture that I change the color of to render each triangle. I could just separately fill all the individual pixels of each triangle. Or maybe it’s worth dealing with OpenGL for this task, although I would prefer to avoid dealing with that if possible.
But there could be some better way to do this I haven’t thought of. Thanks for any input!