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World: r3wp

[AGG] to discus new Rebol/View with AGG

Gabriele
4-Jun-2007
[1034]
since you can make event! in R3... you could get event on one PC 
and then send it over to another PC and handle it there. :)
Pekr
4-Jun-2007
[1035x2]
yes, but rebservices will be slow :-)
it was a joke ;-)
Gabriele
4-Jun-2007
[1037]
:P
ICarii
4-Jun-2007
[1038]
great ingo on the events Gabriele - that will make networked games 
much more viable
Pekr
4-Jun-2007
[1039]
event > window + offset > gob at that offset > use gob/data to get 
to face object > face/feel/on-click etc.

 - that sentence might actually help me to better understand the concept. 
 So gob is not necessarily child of face. It is completly separate 
 concept - kind of gfx node. And that node points to higher concept 
 - your face, or whatever you want, so you can do anything ....
ICarii
4-Jun-2007
[1040]
info..
Gabriele
4-Jun-2007
[1041x2]
exactly.
gobs are just... graphic objects :)
Pekr
4-Jun-2007
[1043]
that seems to be nicely flexible ... most of the time, at least for 
static things, you maybe will not need higher level complex structures, 
so it will save resources ...
ICarii
4-Jun-2007
[1044]
at present I am re-writing all controls in draw only mode so that 
when we eventually get access to OpenGL surfaces I have less pain 
:)
Gabriele
4-Jun-2007
[1045x2]
faces are higher level... they have a feel, other info needed for 
eg for vid, etc.
but you don't need to use "faces" at all, you can just use gobs in 
a game for eg. and handle events your own way... maybe gob/data maps 
to the player object :)
ICarii
4-Jun-2007
[1047]
good to know
Pekr
4-Jun-2007
[1048x2]
how that gob/data points to face/feel/on-click? is there a mezz code 
in gob/data?
hmm, it would be coold, if you could post any simple actual code 
as a spoiler - we can already learn from studying :-)
Gabriele
4-Jun-2007
[1050x2]
wait a month (less actually... it's 4 already)
:P
ICarii
4-Jun-2007
[1052]
id rather wait a month and have to docs out :)
Gabriele
4-Jun-2007
[1053]
gob/data can be integer, object, block, i think also string/binary
ICarii
4-Jun-2007
[1054x3]
the
moving fill and pen inside the shape block would also be nice to 
complex shapes
or just adding a fill-at command
Gabriele
4-Jun-2007
[1057]
fill-at - that's a problem with anti-alias
ICarii
4-Jun-2007
[1058x4]
yes
paint programs have the same issue
normally you set a tolerance
or introduce a feather border
Gabriele
4-Jun-2007
[1062]
that gets a bit complicated :)
ICarii
4-Jun-2007
[1063x6]
very :)
altho you can cheat with alpha for feather borders
but if we get rebcode eventually we can do that in the community
i suspect it would only be used in image greation programs anyway
A menu generator for AGG - work in progress ;-)   http://rebol.mustard.co.nz/menu-wip.png
size-text is my new friend - that and para/wrap?: off ;-)
Geomol
4-Jun-2007
[1069]
Nice looking menu! I like the round corners.
Robert
4-Jun-2007
[1070]
Yes, true.
Pekr
4-Jun-2007
[1071x2]
ah, cool! So far first/second best looking menu. Other one coming 
from someone from France too ...
I wonder, if it would be possible to later start some competition 
for REBOL unified mock-ups propositions? We could ask some amiga/beos 
gfx to help us ...
ICarii
6-Jun-2007
[1073x3]
What are the odds of getting a relative rather than absolute clipping 
region?
For example:

draw [translate 40x100 clip 0x0 200x200] ;this actually clips 0x0 
200x200 rather than the expected 40x100 240x300
The main use of this would most probably be with translation and 
rotation operations
BrianH
6-Jun-2007
[1076]
Gobs can be nested. Each gob's children are located and clipped relative 
to their parent. That may not help with rotation.
Anton
6-Jun-2007
[1077]
I'm hoping the transform matrices will work recursively, properly, 
so we can build a hierarchical object, eg. a body with connected 
arms free to rotate around the shoulder, forearm free to rotate at 
the elbow, and hand free to rotate at the wrist. For this to be drawn 
correctly, clipping regions etc. must work locally to the current 
matrix.
Cyphre
6-Jun-2007
[1078x5]
transformations on CLIP region coordinates aren't applied at the 
moment. The problem is that clip can be rectangular so you cannot 
rotate it.
Anton: ofcourse you can do nested transformations. You don't  CLIP 
for that. I had no problem to make 'robot arms' etc. in current DRAW.
ICarii...we could allow only transformation for the CLIP coords though.
oops..I meant "only translation" in the last sentence.
(BTW I'm thinking to add boolean operations on polygons (at the scanline 
level) in the R3 so this way you should be able make 'viewport' of 
any shape.)
Maxim
6-Jun-2007
[1083]
yes please do  :-)  it will make it very easy to build cliping shapes 
which are often the easiest way to achieve advanced (multipass) fill 
effects in complex shapes.