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Thread: Flip Horizontal HWA in Demo Version

  1. #11
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    I do have one more question related to this. If all these effects are DX9 then how do these things export to iOS and other devices? Or don't they?

  2. #12
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    They don't, Shader effects are HWA exclusive (Direct3D 9) they use HLSL. The Android/iOS exporters are already hardware accelerated by default using OpenGL. Some* standard effects from MMF2 are ported over to iOS and Android though, just not anything that is HLSL.

  3. #13
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    Quote Originally Posted by Danny View Post
    They don't, Shader effects are HWA exclusive (Direct3D 9) they use HLSL. The Android/iOS exporters are already hardware accelerated by default using OpenGL. Some* standard effects from MMF2 are ported over to iOS and Android though, just not anything that is HLSL.
    OK, so let me get this straight then. If I want to use the Flip Horizontal effect then it will only work on Windows with DX9? If I want to port my apps to other devices then I need to avoid these DX9 effects like the plague?

  4. #14
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    That's correct. This is no fault of MMF2 though, it's because DirectX uses HLSL for shader effects yet iOS/Android are OpenGL powered so GLSL is required for shader effects.

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    Quote Originally Posted by Danny View Post
    That's correct. This is no fault of MMF2 though, it's because DirectX uses HLSL for shader effects yet iOS/Android are OpenGL powered so GLSL is required for shader effects.
    So, then just supply a GLSL version of the shaders?

  6. #16
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    That's something only Yves/Francois could answer. I have no idea to be honest.

  7. #17
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    Quote Originally Posted by Danny View Post
    That's something only Yves/Francois could answer. I have no idea to be honest.
    No problem. Not trying to be a jerk or anything. I hope this is something being considered as it would make the product even better. I just discovered MMF2 the other day and I think it is absolutely outstanding. I was evaluating several other engines and just couldn't find what I needed. After trying MMF2, I was sold almost instantly.

  8. #18
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    Quote Originally Posted by tomjscott View Post
    No problem. Not trying to be a jerk or anything. I hope this is something being considered as it would make the product even better. I just discovered MMF2 the other day and I think it is absolutely outstanding. I was evaluating several other engines and just couldn't find what I needed. After trying MMF2, I was sold almost instantly.
    Oh no, I fully understand. Clickteam are always working every single day on improving the exporters and they're always listening to what people want/say regarding them. I know I'm a moderator here but seriously, Multimedia Fusion 2 is a very powerful product for both cross-platform game and application development. I'll see if I can find out regarding the answer to your question but do keep digging, there's tons of example files and alike to be going at but don't fear using the search box and posting questions on here.

    Quote Originally Posted by Andos
    Shaders is something I personally would like to see in the iOS runtime but it still has a very long way to go.
    To support all the shaders you are used to we need to convert the shaders into something iOS understands. Libraries exist for that job but are still somewhat experimental.
    There's the quote you're looking for regarding shaders in iOS. Android will probably be a similar matter.

  9. #19
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    One thing that might be easier for them to implement initially would be to simply expose support for GLSL. Even if they don't convert every single one of their effects to GLSL, at least we could go in there and type in our own GLSL shaders. I know a little GLSL myself and could probably port over the flip shaders without too much difficulty.

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