Full screen rotation in HWA?
I've seen HWA has some mighty rotation abilities at runtime, but I was wondering if it would be possible to have something along the lines of the Viewport Object's beta rotation effect. Its nice, the one that Andos put together, but because it cannot use hardware acceleration, it goes very.... slowly. Even at 256 colors mode, it can't be used in tandem with any image blitting systems, or it will drop well below the 50 FPS threshold. But can we see anything like this in HWA? The closest I could imagine right now would be blitting your images to an overlay, loading it into an alpha channel object, and rotating it. But loading from Overlay --> Alpha channel is very slow in itself. So no-go there :(
Re: Full screen rotation in HWA?
Well, yes, it is definitely fast enough... but the main problem you're going to run into is that when you rotate a rectangle, there'll be gaps at the corners.
Re: Full screen rotation in HWA?
using the viewport object, what I did was set my game to be 640x640 in frame 2, the *real* engine, and set the first frame to be 452x452 with frame 2 as a subapp. (452 is the largest square you can transcribe in the circle of the square of 640). So its drawing the 640 area, but only showing the 452 area.
Problem is that its just not fast enough.
Re: Full screen rotation in HWA?
yeah, shaders could do that, but you'd probably have to apply a rotation shader to each layer unless CT adds a "frame" shader option that affects all layers at once
Re: Full screen rotation in HWA?
Or if they provided the ability to rotate the frame.
It's not too hard to do with Direct3D, you just multiply a rotation matrix on to the view matrix, and everything gets rotated. You have to adjust any smart culling code you have to make sure it knows about the rotated window, and then it's done.
Pity its not something we can do from an extension :(
Re: Full screen rotation in HWA?
An extension (made by CT) to modify the "frame" polygon would be great indeed.
Re: Full screen rotation in HWA?
A frame shader could also be a good feature. ;)
Re: Full screen rotation in HWA?
Just for info there is a frame shader in the new version. :)
Re: Full screen rotation in HWA?
Re: Full screen rotation in HWA?
Quote:
Originally Posted by AndyH
:grin: :grin: :grin:
Signed.
Re: Full screen rotation in HWA?
So if we made the frame window large, then used the Window object to make it smaller, we could rotate the entire frame without seeing the edges of the polygon?
That could lead to some AMAZING screenshake possibilities.
Re: Full screen rotation in HWA?
Quote:
Originally Posted by Nick
So if we made the frame window large, then used the Window object to make it smaller, we could rotate the entire frame without seeing the edges of the polygon?
That could lead to some AMAZING screenshake possibilities.
though iirc you lose scrolling ability, at least through the normal actions
Re: Full screen rotation in HWA?
a little offtopic, it would be cool to see a hwa handling of scrolling, the current solution seems lackluster, sub-pixel positioning and stuff would be nice, and zooming
Re: Full screen rotation in HWA?
Quote:
Originally Posted by xyzzy
though iirc you lose scrolling ability, at least through the normal actions
I simply had the entire 'engine' loaded via a Sub-App, and had the level containing the sub-app to resize its display to a smaller window. Hence the actual level was drawing at full size, but it was only displaying a small portion of it.