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Thread: OpenGL Base object ( public beta )

  1. #61
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    Re: OpenGL Texture object ( public beta )

    Quote Originally Posted by nivram
    DG, what did you do to fix your problem?
    Update XLua, to be honest I didn't know there was a new version.

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    Re: OpenGL Texture object ( public beta )

    If it is black it means the OpenGL window was created successfully, the problem might be in the example code. Some things you can try to do are:

    - Open the .net script editor ( double click the .net object ) and click the Compile button to check if there are any compiler errors.
    - Add runtime error checking: make a new .net->On Runtime Error condition and set the text of the edit box to .net->Get Last Runtime Error(s), then run the example and see if there are any runtime errors.

    There are more but try those first.

  3. #63
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    nivram's Avatar
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    Re: OpenGL Texture object ( public beta )

    Great DG, glad it was a simple fix.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Re: OpenGL Texture object ( public beta )

    Good to know you fixed it

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    Re: OpenGL Base object ( public beta )

    Awesome work so far Min, and speedy too! Looking forward to the future objects. Eventually is XLua gonna not be needed for it at all?

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    Re: OpenGL Texture object ( public beta )

    Going to answer a couple of questions.

    Quote Originally Posted by dragonguy
    If there's now a new Texture Object, is the Base OGL Object finished? (for now anyways)
    Yes, I'm just waiting a bit to make sure there are no bug in the last beta before I release it.

    Quote Originally Posted by MattEsch
    I am curious as to how you might suggest assigning textures to primitives (for example) from the mmf editor? It would be nice if we could do this without having to get a handle at runtime.
    Hopefully this is possible, I'm looking into it.

    Quote Originally Posted by Atom
    I just tried the new object and it seems good so far but i notice you load the textures through the editor. Is it possible to use a path or load via a file selector etc at runtime?
    I think I'm going to make a separate extension for this, since the usage would be a bit different. This is an obviously useful feature to have, I just need to work out the best way to implement it.

    Quote Originally Posted by zellix
    Eventually is XLua gonna not be needed for it at all?
    That is the plan, will take a while though, hope you all can bear with it.

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    Re: OpenGL Texture object ( public beta )

    I think I'm going to make a separate extension for this, since the usage would be a bit different. This is an obviously useful feature to have, I just need to work out the best way to implement it.
    Ok great sounds good

    Just wondering if your going to not need XLua/.net at some point im guessing these will still be optional if people wanted to code using these still?

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    Re: OpenGL Texture object ( public beta )

    Well of course.

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    Re: OpenGL Texture object ( public beta )

    Looks Nice.
    A 3D collision Extension will be VERY interesting.
    (Something like "if XYZ are colliding with an object")

    3D on MMF2 are possible!

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    Re: OpenGL Texture object ( public beta )

    Do you have any idea how we can achive a "fog with image" effect? Instead of using a fog colour, the colour to fog a pixel with is taken from the image at the specified pixel. Either that or the scene fades gradually into the sky box using alpha blending so that the clipping isn't so sharp.

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