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using NPOT textures is asking for problems with older hardware (and in some cases probably even newer)
for your second problem it may well be lack of support for certain graphics card operations... unfortunately i don't think mmf exposes any way of getting the card's supported features
this specific opengl extension runs in its own window afaik, so you can't display anything above it
you'd either have to have your hud around the gl window but not overlapping it, or draw the hud yourself through opengl (which would require you to write your own bitmap font code)
yes, but it would be nice for a game/app to accept images from the end-user or from other sources where they can't be guaranteed to already be in power-of-two format; the latter case because you can't do much about it, and the former case where the scaling is basically transparent to the user as they don't know it's happening but the application can correctly handle it
i didn't think of it when i made that post but there would probably also need to be "original width/height" expressions that are set before padding so it would be possible to generate scaling factors for texture coordinates
maybe as part of the loading action there could be a couple of parameters for adding transparent padding pixels to the x and/or y of the texture (probably with the texture 'pinned' to the upper left)
they could probably take the values: -1: pad to nearest power-of-two larger than or equal to current size 0: don't pad (current behavior) >0: pad to this size if larger than current size (doesn't necessarily have to be POT)
assuming it's possible to modify the incoming image data though
if you really wanted to limit syntax usage you would have to dig into provided scripts with lpeg or something, which would involve implementing some or all of lua's grammar, then throw an error if it finds a match... this might not even catch everything, though
it's fairly easy to sandbox user scripts in lua (but the way you do it will change in 5.2), but this still means you have to pay attention so you don't accidentally expose the global environment through a library function or something
but yes, as already mentioned, a fair amount of "security holes" when it comes to sandboxing are in the form of functions which you can either nil out, or if you are using a sandbox, not provide
i believe line-by-line debugging would be possible through the debug.sethook() function (and other debug.* ones)... but last i tried using that function in xlua it didn't work
Ahh thanks! Yeah thats exactly what I was expecting the best method to be. I didn't realize HLSL already had lerp- I've been struggling with computing colors for my CSci courses all last semester in OpenGL, wish that had something like this (bet it does -.-)
to load it, there's a load C module action, or you could use require("mmfi") at the top of your script
EDIT: you could also put it into a subdirectory, but you'll have to provide that directory to lua... i never use the load C module action though so i don't know if it will work in this case, but if using 'require', you could use the following line as the first line in your script (or at least before your 'require' calls):
if you're going as far as adding gamepad support you'd probably want to look into one of the joystick extensions (such as joystick 2)
however you'd want to have a "profiles" system set up as well since something as simple as which button is "3" is likely not going to be the same across all devices
Loving it so far! Good to have that functionality working. And I like how the parameters are true to the OpenGL spec, less confusion. And any steps to eliminate Lua tables is great. The fixed array is so much faster/memory efficient. Will be great when VBO's are able to take the fixed arrays. Great work so far Retriever!
well i can't say completely eliminating tables from these types of functions is the best idea, since they can be more convenient to handle the data in some cases
but yes, in the general cases of where both the memory and "packing/unpacking" overhead of a table isn't really wanted, it's good to be using a datatype that opengl can use pretty much effortlessly