User Tag List

Page 8 of 37 FirstFirst ... 6 7 8 9 10 18 ... LastLast
Results 71 to 80 of 369

Thread: MMF2 HWA Beta 2c

  1. #71
    Clicker Fusion 2.5

    Join Date
    Mar 2007
    Posts
    495
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    Ahh - you may well be right - I do apologise.

    I took Sphax's statement to be a totally final thing.

    Well fingers crossed, we'll see what happens. It's not a bad thing anyway - I was just a bit irked at maybe having to change the effect on nearly all my objects.

  2. #72
    Clicker Multimedia Fusion 2 Developer

    Join Date
    Jun 2006
    Location
    Darlington, UK
    Posts
    3,298
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    Quote Originally Posted by Jamie
    The ability for pixel shaders to get background pixels will come in time.
    Not necessarily. I've done some digging into this, and the only way to do it appears to be to render everything that doesn't need access to the background into one buffer, make a complete copy of that buffer, then render objects that need access to the background, giving them the copy to read from.

    Essentially, you can't read and write to the same buffer at once.

  3. #73
    Clicker Fusion 2.5

    Join Date
    Mar 2007
    Posts
    495
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    well that sounds somewhat complicated but I certainly hope it gets done.
    Although Additive and Subtract are OK substitutes, XOR is really useful and I can't see how to replace it.
    Most of these things we've had since the 1994 Games Factory. It would be really irritating if we had to do without them now.

  4. #74
    No Products Registered

    Join Date
    Jun 2006
    Posts
    1,630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    Quote Originally Posted by Crash86
    well that sounds somewhat complicated but I certainly hope it gets done.
    Although Additive and Subtract are OK substitutes, XOR is really useful and I can't see how to replace it.
    Most of these things we've had since the 1994 Games Factory. It would be really irritating if we had to do without them now.
    TGF had ink effects?!?!

  5. #75
    Clicker Fusion 2.5

    Join Date
    Mar 2007
    Posts
    495
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    Yes, but I don't think it had XOR.

  6. #76
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,741
    Mentioned
    5 Post(s)
    Tagged
    1 Thread(s)

    Re: MMF2 HWA Beta 2c

    I think it had, but you couldn't change the transparency/inkfx at runtime, afaik.
    anyway, btt

  7. #77
    Clicker Multimedia Fusion 2
    BrandonC's Avatar
    Join Date
    Jun 2006
    Location
    PA, USA
    Posts
    931
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    I personally think that replacing ink effects with pixel shaders is a way of the future and a big "Finally" for me. If this means dealing with dropping a few nasty low quality ones then so be it, pay someone to remake it as a Pixel Shader I guess.

  8. #78
    Clicker Multimedia Fusion 2 Developer

    Join Date
    Jun 2006
    Location
    Darlington, UK
    Posts
    3,298
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    XOR, OR and AND are very difficult to do as pixel shaders because the relied on colour being "8-bit integer per channel", and in pixel shaders it's floating point. At least in the shader anyway, it'll normally be stored as integers again afterwards.

    That and the same issue mentioned above that they need to read from where they're writing to, which isn't allowed.

    If you say what you were using them for, there could be an alternative. e.g. replacing the use of "AND" for torchlight by a multiply or mask shader.

  9. #79
    Clicker Multimedia Fusion 2
    BrandonC's Avatar
    Join Date
    Jun 2006
    Location
    PA, USA
    Posts
    931
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    If you don't mind me asking though, what exactly is stopping MMF2 from reading pixels behind other objects. I mean considering that all objects are being handled now as polygons, I'm not seeing where the difficulty is coming in.

    The only assumption I can come up with, and I'm sure is wrong is.
    When you put two polygons on the same exact level, they cause a redraw flicker as the game tries to decide which object should be above the other one. So if Yves has some sort of system set up where objects above other objects, some how make the objects behind it, invisible, then I can see where reading their invisible pixel colors might pose difficulty. Other then that though, I really just don't get it.

  10. #80
    No Products Registered

    Join Date
    Oct 2006
    Location
    Sweden
    Posts
    1,141
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: MMF2 HWA Beta 2c

    Please don't replace the standard ink effects with pixel shaders... My computer doesn't support any kind of shaders.

Page 8 of 37 FirstFirst ... 6 7 8 9 10 18 ... LastLast

Similar Threads

  1. MMF2 HWA Beta #6
    By Yves in forum Hardware Accelerated Runtime
    Replies: 42
    Last Post: 5th November 2009, 02:25 AM
  2. MMF2 HWA Beta 3
    By Yves in forum Hardware Accelerated Runtime
    Replies: 379
    Last Post: 15th May 2009, 11:01 PM
  3. MMF2 HWA Beta 2c
    By Yves in forum Hardware Accelerated Runtime
    Replies: 116
    Last Post: 3rd March 2009, 06:06 PM
  4. MMF2 HWA Beta 2b
    By Yves in forum Hardware Accelerated Runtime
    Replies: 5
    Last Post: 20th January 2008, 05:22 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •