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Thread: OpenGL collection

  1. #31
    Clicker Multimedia Fusion 2

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    Re: OpenGL collection

    Could any of you post or pm me a screen shot?

    Edit: No need, got one now!

  2. #32
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: OpenGL collection

    I downloaded the latest version yesterday and they seem to work fine so far. With the texture bank object i get the same as Retriever2 though and it shows as just grey for all of the dropdown menu options. The actual object and examples seem to display fine though, it's just in the Texture bank dialog preview i don't see it.

  3. #33
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    Re: OpenGL collection

    Just an empty gray box in the Preview for me.

    http://i49.tinypic.com/2ccmo8h.png

  4. #34
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    Re: OpenGL collection

    Yes, mine is the same as zellix's example.

    (Thanks B.T.W. zellix)

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    Re: OpenGL collection

    Any chance of having a MipMapping filter in the Texture Bank also?

  6. #36
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module

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    Re: OpenGL collection

    This is looking pretty good. There are a few things I am wondering about:

    1) Would it be possible to add mipmap textures. You can autogenerate mipmaps with an opengl library, but I would rather just specify my own mipmaps, which is done by specifying the level when you load the texture. Since we have the original texture size, it should be possible to auto-generate mipmaps and resize them if they are specified with the wrong sizes.

    2) Is there some way to render full screen instead of inside an mmf window?

    3) Is it possible to add 1D textures? You can generate 1D textures from a 2d image, but you could just use a single strip of pixels, horizontal or vertical.

    4) Is it possible to use the ARB multitexturing extension if it is available? It seems impossible to do multitexturing with LUA at the moment.

  7. #37
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    Re: OpenGL collection

    I lost track of this thread, anything new going on, Min? Or just the same old stuff?

  8. #38
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    Re: OpenGL collection

    A little update on what I'm doing at the moment. I'm still having trouble solving the Texture Bank preview problem that some people are experiencing. In the meantime I've made an extension that can load textures from external image files, since I know a lot of people want this feature.

    Now to answer Matt's questions:

    1) With specifying your own mipmaps I guess the problem is how to design the dialog box and the editdata structure to make it both efficient and easy to use ( and easy for me to program. :P ) I'm open to suggestions.

    2) You should be able to do full screen using the Window Control to resize the frame to full screen and then resizing the OpenGL Base window to fill the frame.

    3) This should not be a problem, I'll see if I can implement 1D textures in the next builds of the texture objects.

    4) I have to confess I don't know exactly what is necessary to accomplish multitexturing, I'll get back to this one once I've done some research.


    That's it for me tonight, gotta get some sleep now.

  9. #39
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    Re: OpenGL collection

    That's really great to hear Min!

    These are definitely the core limits currently placed on MMF-OpenGL functionality.

    Both Multitexturing and Mipmapping, cannot be implemented easily because the specific GLUT commands are not currently supported by XLUA (not sure about .net ATM) so it would be great if the texture bank object could handle them.

    Here is a great resource/tut on Mipmapping in OpenGL, which includes all the parameters and options; which should give you an idea of the 'dialog box[s] and the editdata structure[s]', you might need.

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    Re: OpenGL collection

    uh i'm pretty sure multitexturing works through xlua because i used it to generate this (via a black-white image and a render-to-texture texture)

    albeit this is using the old opengl object, but still

    EDIT: but then i guess "easily" implemented depends on your situation because i had to use a shader for that (plus shaders are replacing most of these features anyway so you might as well use them), so maybe it's not the built-in multitexturing you're talking about

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