World: r3wp
[AGG] to discus new Rebol/View with AGG
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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. |
ICarii 6-Jun-2007 [1084] | translation for clip would be nice. I was making a custom card game where clipping was being used repetitively and constantly resetting the clip coords as well as translating the draw commands was rather clunky :) |
ICarii 7-Jun-2007 [1085x2] | the coolness that is AGG/Draw realtime terrain rendering :) http://rebol.mustard.co.nz/terrain.jpg |
bring on R3 and even more speed! :) | |
Graham 7-Jun-2007 [1087] | Is that what your mahjong tiles look like close up?? ;) |
ICarii 7-Jun-2007 [1088x2] | heh - ive been toying with converting some old vb6 terrain stuff i did into rebol for a while |
map readers etc | |
Maxim 7-Jun-2007 [1090x2] | wow, did you do that? |
(terrain rendering?) | |
ICarii 7-Jun-2007 [1092x3] | yeah - a while back i used to toy a lot with terrain rendering. Back in 2001 I downloaded a large set of NASA data (1GB+ maps) and was using them for different rendering tasks. Back then I had to use VB6 and C++ as REBOL didnt have a binary skip :) |
This latest rendering was just a test to see what the triangle speed limits were using a height map and a colour map. | |
The alpha is just a nice bonus :) | |
Maxim 7-Jun-2007 [1095x2] | hehe |
anyhow, its pretty ... is it any fast? | |
ICarii 7-Jun-2007 [1097x3] | its realtime on this pc but this is an AMD64 with 2gb ram etc.. |
ideally id like to implement real 3D rotations rather than isometrics :( | |
guess ill wait for R3 and the vector type | |
Cyphre 7-Jun-2007 [1100] | ICarii: very nice terrain rendering ! |
Louis 7-Jun-2007 [1101] | Yes, really nice! |
Gregg 7-Jun-2007 [1102] | Very nice indeed. |
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