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Thread: OpenGL collection

  1. #51
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    Re: OpenGL collection

    Well if it's crashing in XLua, it doesn't matter how bad your code is ... it should never crash.

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    Re: OpenGL collection

    well, still excited about the external loading extension.

    Speaking of bugs, did you manage to sort out that transparency bug I had?

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    Re: OpenGL collection

    Quote Originally Posted by MechaBowser
    Speaking of bugs, did you manage to sort out that transparency bug I had?
    Yes.

    I hope I can solve the preview bug soon so I can release the new and fixed texture extensions.

  4. #54
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: OpenGL collection

    Im just wondering is it possible to set the background to transparent in the area rendered/view?

    I know looki's OpenGL extension could do this with it's properties but im not sure if OpenGL base can do this. Basically this would be great for mixing 3D with 2D or anything else you can make with MMF.

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    Re: OpenGL collection

    the OpenGL base has its own window afaik, I don't think its possible to mix the two

    then again anything you could do in MMF would be possible in ogl

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    Re: OpenGL collection

    the old opengl object did have an option to switch between rendering in a new window (much faster) vs on the frame (slow but allowing object overlapping and probably the aforementioned transparency) so maybe that could be an option for this one?

  7. #57
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    Re: OpenGL collection

    It was QUITE a bit slower, now that we've reached the same bridge with much more support; i think it's logical that we explore any faster alternatives.


    Would it be possible to grab MMF's drawbuffer and render it within OpenGL? (as MechaBowser kinda inferred)

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    Re: OpenGL collection

    Well hopefully there would be a way to only enable when used and if not it just bypassed the feature to keep the speed faster. Im not sure how much optimization was done for the older OpenGL object but im guessing it could be made faster. Since it was done before by Looki im sure it could be added and he could probably help Min with the code if it was needed. Since this is a collection of objects though you could even make another advanced base object with extra options like this maybe.

    This option would definately be great though for games with 3D characters and 2D or pre-rendered backgrounds like final fantasy 7,8,9 and chrono cross do for example. There would be other good uses for this also like using the layer system, other graphics based objects, effects and just making use of what MMF can do in general and mixing it with OpenGL.

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    Re: OpenGL collection

    What the older OpenGL object did to draw into the MMF frame was to first render into a hidden window and then copying the data of the pixel buffer to a cSurface ( I cannot come up with a good explanation of what a cSurface is other than that it is an internal MMF image thing ) the content of the cSurface is then blitted into the frame. Unfortunately you cannot render OpenGL graphics directly into a cSurface nor can you copy the OpenGL pixel buffer directly into the MMF frame, so there is little there you could optimize.

    Grabbing part of the MMF frame and having it rendered in the OpenGL window you would have to do all of that in reverse, first copying the desired area of the frame into a cSurface, then somehow sending the pixel data to the OpenGL rendering context. Likely not a bit faster.

    Fast or slow neither of these methods will be implemented for one simple reason: MMF and OpenGL interpret the pixel data differently. To MMF the first pixel of an image is at the top left corner, however to OpenGL the first pixel is at the bottom left corner of the image. This means when the pixel buffer is copied into the cSurface it will be upside down. To fix this I managed to come up with two solutions, one was to simply flip the cSurface before blitting it to the frame, this of course made it a lot slower. The other solution was to flip the projection matrix so that the image would be rendered upside down ( and then ending up with the right orientation after the copy. ) This won't work with the new objects since some of the additional OpenGL extensions might read and/or change the projection matrix, and you can't expect them all to do the proper corrections if the projection matrix is or should be flipped ( remember that the projection matrix would only be flipped if the user wish to draw into the MMF frame. )

    If you only want pre-rendered backgrounds you can simply draw a quad behind everything else with the pre-rendered image as texture.


    Edit: Come to think of it, grabbing part of the MMF frame and displaying it in the OpenGL window does not require the projection matrix to be flipped so it could be possible to implement, it would still be somewhat slow though.

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    Re: OpenGL collection

    We've got a progress vector !

    Obviously at the end of the day, rendering EVERYTHING inside OpenGL and simply ticking the 'no display surface' would end the problem on an up note.

    A really great idea might be simply a program which converts MMF's silly 2D screen coordinates (with or without frame scroll adjustment) And apply that as 3d vertex coordinates within a matrix whose identity are not recorded.

    Then it would be as easy as:

    Draw active at x("active"), y("active")

    Keep up the great work guys

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