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Thread: OpenGL Base object ( public beta )

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    Re: OpenGL Texture object ( public beta )

    very lovely extension.

    One thing that does bother me a bit compared to the old OpenGL extension is that it doesn't feature multi-sampling (or did I miss something?). Really adored that in the old one haha.

    Also I can't seen to find a way to get actual graphics into the extension... or is that not featured yet?
    EDIT: OH didn't see the texture beta. Will give that a whirl.

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    Re: OpenGL Texture object ( public beta )

    OpenGL - Base object ( beta 04 )
    A minor redesign. The new On redraw condition is triggered whenever the OpenGL window needs to be redrawn. This build breaks compatibility with previous versions.

    OpenGL - Texture bank object ( beta 01 )
    A complete redesign of the texture object I posted earlier, this extension can hold as many textures as you like ( or rather as many as your computer's memory allow. ) You can load textures into texture memory one at a time or all at once.

  3. #73
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
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    Re: OpenGL Texture object ( public beta )

    Wow! That new texture bank object is amazing. Going to mess around with it right now!

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    Re: OpenGL Texture object ( public beta )

    that's great! I'll be checking it out.

    edit: I've found a very strange bug in the Texture extension. I have two exact same images, with exact same settings - only difference is one won't load while the other will. I have uploaded an example here.

    it doesn't seem to be able to handle transparency correctly yet, but I'm guessing that's coming

    also where can I find the LuaGL reference manual? I tried looking on their site but there doesn't seem to be one, and I really wanna figure out how to move an object (not just the camera)

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    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: OpenGL Texture object ( public beta )

    The .net examples all are broken for me now. It also seems you cannot load images from a path via events, this would be a nice feature to have as sometimes i prefer to store resources outside of the main exe. This is something i was hoping for with the Active shape also so im wondering if it is planned?

    This update is great though, i just made a animated texture by linking to a looping counter and loading/unloading images. Lots of fun

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    Re: OpenGL Texture object ( public beta )

    it also seems to set the 'cut-off' distance to 100 (had to find out the hard way ). A feature to set that like on the old OpenGL extension would be neat (though no high priority or anything).
    edit: aah nevermind, found out it's set through glu.Perspective, my mistake!

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    Re: OpenGL Texture object ( public beta )

    I have found out that alphachannels can be enabled by using

    gl.Enable(gl.BLEND)
    gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

    hope this helps people who was wondering how to do it

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    Re: OpenGL Texture object ( public beta )

    (Sorry to triple post but the edit button disappears after an hour )

    It'd be lovely to have a parameter to get the horizontal and vertical width of a texture. And maybe make the name limit longer (because I need to store a relative path name in it ).
    That, and externally loading a texture and I'm satisfied for years!

    On another note I am hyping this like crazyyyy

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    Re: OpenGL Texture object ( public beta )

    Just so Mecha does not make it 4 posts above i want to correct a mistake in what i said above as i can't edit the post now.

    I said i was hoping for image loading at runtime but also with the Active shape object. The maker of this new OpenGL extension is Min though and Active shape object was made by Retriever2 but i got mixed up because they also make XLua which is used a lot with this.

    I originally wrote that with other things in a txt file offline and got mixed up so sorry for the mistake and thanks to both devs for the great objects.

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    Re: OpenGL Texture object ( public beta )

    I have a problem regarding depth. It seems that a vertex is rendered based on when it is made (gl.vertex) and not its actual depth. That means if I have a vertex unit behind another, it is shown as being in front of it if it is called first. Illustrated here (sorry for horrible quality).

    How can I solve this issue?

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