hxRender version 0.7 suggestions
Here is what I was thinking of adding for the next release of my lib. -utility functions for loading and displaying of cell sheets. -copying pixels off of the screen and into a hxSurface. -fixing the bug involved with setting up the screen viewport. (this was still setup to do cartesian coordinates and not screen coordinates) Any suggestions? Oh, and in a couple of weeks, I should be getting back to writing tutorials. Winter break, baby!
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
I think some 2D Programmers would like a hxBlitSurfaceRotated(float deg); function or something like that. I was looking at the .6 source, and I figured that all you need to do in OpenGL is something like:
----
glPushMatrix();
glTranslate(x,y,0.0f);//not exactly sure what values for x and y
glRotatef(degrees,0,0,1);//rotate matrix
hxBlitSurface( source, sRect, dRect, blendColor );//draw the image
glPopMatrix();
----
I realize that this was demonstrated using the mouse pointer in the .6 release, but it would be nice to have it wrapped up in a function so you could call it almost like hxBlitSurface, but with the addition of 'float degrees' so the surface could be draw rotated.
Also, when you mentioned:
Does that mean finishing up the function that allows you to copy an SDL_Surface* into a hxSurface*. If you could make it so that it takes existing transparency or alpha in account I think that it would be a great addition for the next release as well.
Keep up the good work on the library :)
----
glPushMatrix();
glTranslate(x,y,0.0f);//not exactly sure what values for x and y
glRotatef(degrees,0,0,1);//rotate matrix
hxBlitSurface( source, sRect, dRect, blendColor );//draw the image
glPopMatrix();
----
I realize that this was demonstrated using the mouse pointer in the .6 release, but it would be nice to have it wrapped up in a function so you could call it almost like hxBlitSurface, but with the addition of 'float degrees' so the surface could be draw rotated.
Also, when you mentioned:
Quote:
copying pixels off of the screen and into a hxSurface.
Does that mean finishing up the function that allows you to copy an SDL_Surface* into a hxSurface*. If you could make it so that it takes existing transparency or alpha in account I think that it would be a great addition for the next release as well.
Keep up the good work on the library :)
Make a good using it and don't stop until you've finished. I think too many people now make engines, not games.
wryzy, that sounds like a good idea. I will finish that SDL surface conversion function.
As for a rotation around the center... Thats doable. I'll play around with it.
And what I mean by being able to copy pixels off the screen is to use glReadPixels, and shove a region on the screen into an off screen surface.
This will make it easier to do scene transitions and stuff like that.
As for a rotation around the center... Thats doable. I'll play around with it.
And what I mean by being able to copy pixels off the screen is to use glReadPixels, and shove a region on the screen into an off screen surface.
This will make it easier to do scene transitions and stuff like that.
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
Quote:
Original post by Rob Loach
Make a good using it and don't stop until you've finished. I think too many people now make engines, not games.
Rob, those that can't do, teach.
I can't make games. I don't have the desire to sit around and generate content. I am at the point where I need a team to get anything done.
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
Quote:[grin]
Original post by Rob Loach
Make a good using it and don't stop until you've finished. I think too many people now make engines, not games.
That's definitly me, but there's good logic behind making engines first than games, you can look at my web page and read about that [wink]. Anyways I have to ask, what is a hxSurface? Are you talking about hexagonal tiles, commonly used in Isometric games?
Quote:
Original post by Drew_Benton
Anyways I have to ask, what is a hxSurface? Are you talking about hexagonal tiles, commonly used in Isometric games?
An hxSurface is just a data structure that PnP uses like a texture to blit images with OpenGL.
This is what is looks like:
----
typedef struct hxSurface
{
unsigned int w;
unsigned int h;
unsigned int wPad; //new!
unsigned int hPad; //The width and height of the object to padd it to a po2 texture.
unsigned int texID;
unsigned char *pixeldata;
} hxSurface;
----
You can probably guess what each of the fields are for
Ok, I have decided against doing a draw rotated function, atleast in this release. If I do actually decide to do it, it will be part of hxUtility, and not hxRender.
I think that in the future, versions of hxRender will have the utility functions in a seperate library than the render functions. This will make it easier on me because I won't have to rewrite the whole library when I make one little change.
hopefully, I should have a website up for the library, instead of just a link. again, anybody interested in helping me document this thing should let me know.
I think that in the future, versions of hxRender will have the utility functions in a seperate library than the render functions. This will make it easier on me because I won't have to rewrite the whole library when I make one little change.
hopefully, I should have a website up for the library, instead of just a link. again, anybody interested in helping me document this thing should let me know.
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
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