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World: r3wp

[AGG] to discus new Rebol/View with AGG

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.