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OpenLayer 1.8 Released |
Fladimir da Gorf
Member #1,565
October 2001
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Just when you thought the world was safe from OpenLayer a new version strikes in! Download 1.81, Update 1.8 -> 1.81 and Web page
If you're using Screen in your code and used to it, #define OL_USE_SCREEN_ALIAS before including OpenLayer.hpp to use the name Screen instead of Transforms This time I've tested it so well that I'd be surprised if any problems are found (by which I mean it's the "Find the problems" play again OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
Zaphos
Member #1,468
August 2001
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The webpage doesn't load for me Why don't you mirror it on the sourceforge webspace? It's a nicer url anyway ...
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Edward Sheets
Member #4,734
June 2004
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The webpage doesn't load because Fladimir shuts down his server at night. But he already has a sourceforge mirror that was announced in the 1.7 thread: https:/sourceforge.net/projects/openlayer/ Wooot 1.8 is out! [EDIT] There seems to be a problem with either the Rgba class or with the TextRenderer: --- Note: carving a pentagram on the top of a container of spoiled yogurt does not summon a yogurt demon. -Kikaru |
Mark Oates
Member #1,146
March 2001
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Quote: Wooot 1.8 is out!
all my black text is now blue, and when I change the color of the text, it seems like the blue is always set to 1.0. -- |
Edward Sheets
Member #4,734
June 2004
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Yeah, I'm having similar troubles, Mark. (see my edit) Perhaps Fladimir was in "Drunken Mode" when he was working on that part of his lib --- Note: carving a pentagram on the top of a container of spoiled yogurt does not summon a yogurt demon. -Kikaru |
Zaphos
Member #1,468
August 2001
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Quote: But he already has a sourceforge mirror that was announced in the 1.7 thread er, I would hope he has a more friendly page than the default sourceforge project info one ... he can put it at http://openlayer.sourceforge.net I think, but he hasn't. Anyway, it's not very friendly to link a page that is consistently down, especially without mentioning it ...
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Evert
Member #794
November 2000
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Any chance of backporting some of that functionality in AllegroGL? It would be a great time-saver as well for the new Allegro API OpenGL driver, I think. |
Fladimir da Gorf
Member #1,565
October 2001
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Quote: Anyway, it's not very friendly to link a page that is consistently down, especially without mentioning it ... Well, my sig tells that the site is down during the nights... so that I wouldn't need to explictly mention it over and over. Quote: Why don't you mirror it on the sourceforge webspace? It's a nicer url anyway ... I haven't fully discovered all the features of SourceForge. Do they offer PHP and MySQL support? Those are vital to my site... I've also been offered a mirror in retrospec.sgn.net. So soon all these problems are gone. Sorry all Americans, I know the night here is exactly at the same time as the evening in there. Quote: all my black text is now blue, and when I change the color of the text, it seems like the blue is always set to 1.0. What the damned... must be because I changed the way the color channels were affecting text right before submitting. And I even tested it out but no... I'll submit a new package right on. Quote: glyph.h and loadpng.h aren't included. (might be a problem for people who didn't install an earlier version of OpenLayer which did include these headers) Ah, this time I made a totally fresh package and forgot those. Quote:
Perhaps Fladimir was in "Drunken Mode" when he was working on that part of his lib
That must be it What else... I forgot to change my sig of course! Quote: Any chance of backporting some of that functionality in AllegroGL? It would be a great time-saver as well for the new Allegro API OpenGL driver, I think. How would that work then? EDIT: Arght, anyone spot anything fishy in this line Rgba affectedCol( col.r * channels.r, col.g * channels.g, channels.b * channels.b, col.a * channels.a );
No wonder I didn't find it with white text... No more drunken coding for me EDIT: New package, 1.81 has been released. See my first post - for modem users there's a small update package from 1.8 to 1.81. OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
juvinious
Member #5,145
October 2004
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Quote: Do they offer PHP and MySQL support?
Yes sir! Shell into your account there at (shell.sourceforge.net) , there is lots of stuffs. __________________________________________ |
Arvidsson
Member #4,603
May 2004
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A good idea would be to have a check-list to run by every time you create a new package.
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Fladimir da Gorf
Member #1,565
October 2001
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Quote: A good idea would be to have a check-list to run by every time you create a new package.
Hehe, I actually have one But hey, I needed only one fix revision this time! That's a lot better than with any previous version! Quote: Yes sir! Shell into your account there at (shell.sourceforge.net) , there is lots of stuffs. That's great! If I manage to mirror the site to Retrospec's host I bet I can do that just as easily with SourceForge, and there it's all free bandwidth! OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
Edward Sheets
Member #4,734
June 2004
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Text problem fixed! Good job --- Note: carving a pentagram on the top of a container of spoiled yogurt does not summon a yogurt demon. -Kikaru |
Mark Oates
Member #1,146
March 2001
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Awesome. check out the screenshot of my latest OpenLayer project. - in the docs, the example code for PolygonGradient says PolygonOutline player_class player; BITMAP health_bar; float health_bar_width = (player.health/player.max_health) * health_bar->w; masked_blit(health_bar, buffer, 0, 0, 20, 20, health_bar_width, health_bar->h); my proposal for an OpenLayer solution is to have a function that changes the points of the clamped texture. That way it would also be possible to do some nifty texture stretching and maintain a clipped edge. -- |
Fladimir da Gorf
Member #1,565
October 2001
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Quote: in the docs, the example code for PolygonGradient says PolygonOutline The evil copy paste strikes again! Quote: I would like (please very much) a texture shaping/stretching within the polygon routine.
I actually guessed that by looking at the screenshots OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
Mark Oates
Member #1,146
March 2001
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ClipBlit(float des_x, des_y, tex_x1, tex_y1, tex_x2, tex_y2, rendermode, flipped) ClipBlitTransformed(float des_x1, des_y1, des_x2, des_y2, tex_x1, tex_y1, tex_x2, tex_y2, rendermode, flipped) the other interfaces would be the same like ClipBlitRotate, ClipBlitTransformed... -- |
Fladimir da Gorf
Member #1,565
October 2001
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That'd mean an additional 14 blit functions OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
Mark Oates
Member #1,146
March 2001
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haha, true.. ok, so like.. Bitmap picture; -- |
Fladimir da Gorf
Member #1,565
October 2001
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Right, even if that'd mean moving more and more towards a state based system. I think I'll allow both ways - using a RenderMode and functions like that. OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
Mark Oates
Member #1,146
March 2001
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Quote: even if that'd mean moving more and more towards a state based system.
yea... that does make me mumble a little bit -- |
Fladimir da Gorf
Member #1,565
October 2001
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It's not the more work but more like the extra complexity and the huge number of different functions. Maybe I'll do it with the RenderMode system and nothing needs to be changed. Then what about the textured polygon system? OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori) |
Mika Halttunen
Member #760
November 2000
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Nice work Fladimir, I must say. I might whip up something with OpenLayer later I think that GfxRend:: PolygonOutline() is missing glLineWidth( lineWidth ) - line there. Also, that very same line isn't needed in GfxRend::RectOutline() . You're using GL_QUADS quite a lot. IIRC the triangle strip is a bit faster (on some cards, maybe?). So it might be worth converting those to GL_TRIANGLE_STRIP and doing some benchmarking. That's quite a lot of work and might not even be worth it. Actually, I might try that myself. I will keep you informed should I find some time to benchmark them. As for the demo game, you might want to change the ball and the paddle color. Now they're both quite grey which makes them hard to spot from the background (especially the ball). That's an opportunity to use the tinting feature! Anyways, looking good, keep it up! EDIT: Oh, the fonts show up in black on this old K6-2 machine of mine. Geforce 2 MX and WinXP. Also the Game over text doesn't seem to be properly centered vertically (don't know if this is intentional or not). On my new PC all worked fine, though I think it was 1.7x version I tested there. I will try this on that new PC as soon as I get home. Screenshot attached. |
Mark Oates
Member #1,146
March 2001
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quote: what about the textured polygon system uh.. that's a tough one, that when you get into the whole UV unwrapping thing. just leave that one out for now. well, on second thought you should probibly use an array of points like you did with point[NumVerticies] and Colors[NumVerticies]. you would have to check that all the points are witin the bitma.... but if you didn't.. oooOOOhhhh, then you could have texture patterned sprites! -- |
Phr00t
Member #2,008
March 2002
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Gar... a bit frustrated.
if(d_visible&&graphics.current_image()!=__apsl_blank) graphics.current_image()->BlitTransformed(d_x,d_y,get_width(),get_height(),get_width()/2,get_height()/2,d_rotation/57.2957795131,d_factor,d_flip); I can't seem to get it to act like it did in previous versions. [ EDIT ] I just tried compiling and running my main OpenLayer project, and not only does everything draw not at the pivot, it crashes now after the main menu... not sure why, all I know is that it didn't before.
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Mark Oates
Member #1,146
March 2001
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Quote: All of my pictures have a white background again where they should be transparent I had a similar problem. add a Blenders::Set(( ALPHA_BLENDER )); -- |
Phr00t
Member #2,008
March 2002
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Nope, the Blenders::Set(( ALPHA_BLENDER )); doesn't do the trick. Thanks for trying to help tho. |
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