World: r3wp
[AGG] to discus new Rebol/View with AGG
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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. |
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