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Messages - Calin Leafshade

#481
I think the collective thread is good but it lacks chronology a little.. maybe updates should be in new posts to dhow the progression and for posterity.
#482
That's how i read it too. I dont think frenchie was being overly sarcastic.

@Ryan

Implementing your changes would actually be astonishingly easy. You just need to edit the agsdefs file which is just an AGS header and then edit the section in the engine where those functions are linked. You aren't changing any functionality you're just rearranging the syntax. Not sure I think you *should* do that but you could if you wanted.
#484
- Can't pass references to user structures
- Extremely limited polymorphism (no overriding, limited subclassing)
- Limited encapsulation

EDIT: Actually encapsulation is possible but its wordy.
#485
I like the idea but AGS script itself does not allow for a truly OOP style so your changes are just syntactic rather than organisational.
#486
Looks rubbish.

What's that bird thing? Some kind of bird?

Rubbish.
#488
I dont think so. It seems to only be related to TextWindow GUIs. Font rendering on other GUIs works fine.
#489
That looks to be a bug in AGS's TextWindow system. I will forward it on to the engine team.
#490
Ok, so the image is rendered in scanlines from left to right. So a line might look like this after i have selected the correct color from the source texture via a matrix transformation (imagine different characters are different colors):

*******&&&&&&&&&&$$$$$$$$**********

So my draw func steps across a line like this:

1      2         3       4
*******&&&&&&&&&&$$$$$$$$**********


1) Found a new color, store that color and keep going:
2) Found a new color that is different from the last one, set the drawing color the color at point 1 and draw a line from 1 to here.
3 & 4) repeat 2.

In this way the drawing color only needs to be set 4 times (this is quite expensive) and only 4 lines needs to be drawn (which is also quite expensive).
#491
With a very dodgy lateral anti-aliasing filter. I reckon you lose about 5-10 fps but my PC still kept it above 40fps at all times.

https://dl.dropboxusercontent.com/u/27247158/agsfilteredkart.zip



Press F to dis/enable the filter.

EDIT: (Sorry for the double post)
#492
Yea, mine is an optimized full translation. The only way you could improve it is with filtering which I think may be possible with more pre-computation but memory usage might be high.

The trick to mine, and the reason it runs so fast is that i only draw the line when i find a colour change which dramatically reduces the number of draw calls on a pixel art type image. Anything that was painted would run just as slow as Kweepa's probably.
#493
I can't reproduce the issue.

A demonstration game with the source would be useful.
#494
My attempt:

https://dl.dropboxusercontent.com/u/27247158/agskart.zip

That's about the best that is possible in the AGS engine as far as i can tell. It *might* be possible to do some filtering with some more precomputation but I'm sceptical.



Cursor keys to move the camera.
#495
I was only referring to the term itself.
#496
"additive opacity" refers to the alpha within a surface.

So the GUI is a surface in and of itself and if you have a button with .5 alpha and the background graphic has .5 alpha, then the total alpha should be 1 but *only* within the surface. If the GUI has its alpha set to .5 this does not effect the alpha of the surface itself but rather the drawing of the surface to the back buffer.
#497
It is my opinion that the direct draw and direct 3d renderers should both be deprecated and replaced with an OpenGL one.

Theres no point in maintaining several renderers and the pixel shader requirement is now no longer an issue. (Although im not convinced a pixel shader is even needed for sprite colourisation anyway, vertex colours should be used)
#498
Engine Development / Re: Skinning the winsetup
Thu 25/04/2013 09:25:54
I think to *provide* a standardised setup is good for AGS but i think we should allow developers to override those functions and provide their own. The best of both worlds.
#499
Engine Development / Re: Skinning the winsetup
Thu 25/04/2013 05:48:05
I think several custom winsetups have been made. AJA made one, Tzachs made one, I made one. They arednt difficult, we just need a standardised system for creating them.
#500
Yes, it will work anywhere where a font is rendered.

However it wont show up on the preview in the editor because the plugin is only loaded at runtime and theres nothing i can do about that.

But the example picture i posted is text on a GUI label.
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