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		<title>A5 Textured quads?</title>
		<link>http://www.allegro.cc/forums/view/609081</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Fri, 23 Dec 2011 12:55:31 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Are there any plans to create textured quad drawing functions in Allegro 5? If there aren&#39;t any so far, how much work would it be to make them using OpenGL / DirectX? And how hard would it be to make them respect all the different blending modes?</p><p>Do non-axis aligned trapezoids count as a quad?
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Sun, 18 Dec 2011 12:56:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Have you tried using the <span class="source-code"><a href="http://www.allegro.cc/manual/al_draw_prim"><span class="a">al_draw_prim</span></a></span> function in the primitives addon?
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		<author>no-reply@allegro.cc (Thomas Fjellstrom)</author>
		<pubDate>Sun, 18 Dec 2011 12:58:58 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Erp. Didn&#39;t think of that. It might be nice to have ALLERO_PRIM_QUAD_LIST as a <span class="source-code"><a href="http://www.allegro.cc/manual/ALLEGRO_PRIM_TYPE"><span class="a">ALLEGRO_PRIM_TYPE</span></a></span> though...</p><p>I&#39;ve never done this before, so how would I specify the triangles, and what direction should the vertices of the triangles wind in?</p><p><s>Is there any reason the &#39;vtxs&#39; parameter of &lt;code&gt;al_draw_prim&lt;/code&gt; is a &lt;code&gt;const void*&lt;/code&gt; instead of an &lt;code&gt;const ALLEGRO_VERTEX*&lt;/code&gt;?</s>Nevermind this question, it&#39;s for vertices that aren&#39;t <span class="source-code"><a href="http://www.allegro.cc/manual/ALLEGRO_VERTEX"><span class="a">ALLEGRO_VERTEX</span></a></span>s.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Sun, 18 Dec 2011 13:08:55 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/609081/940804#target">Edgar Reynaldo</a> said:</div><div class="quote"><p>It might be nice to have ALLERO_PRIM_QUAD_LIST as a ALLEGRO_PRIM_TYPE though...</p></div></div><p>
If I recall correctly, the problem with that is backend support...
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		<author>no-reply@allegro.cc (Evert)</author>
		<pubDate>Sun, 18 Dec 2011 17:01:34 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Well, quads don&#39;t have to be supported natively if they can be supported with two nested calls to <span class="source-code"><a href="http://www.allegro.cc/manual/al_draw_prim"><span class="a">al_draw_prim</span></a></span> using triangles. I just don&#39;t know how to do that yet.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 19 Dec 2011 03:40:33 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I don&#39;t know about Direct X, but OpenGL can do quads (they need to have all four vertices on the same plane to avoid distortion in unpredictable ways), the vertex order doesn&#39;t matter if glDisable(GL_CULL_FACE) is in effect, if it <i>is</i> in effect you can choose between glFrontFace(GL_CW) (clockwise) or glFrontFace(GL_CCW) (the default counterclockwise order).  I believe most 3d editors use counterclockwise.
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		<author>no-reply@allegro.cc (Arthur Kalliokoski)</author>
		<pubDate>Mon, 19 Dec 2011 11:09:28 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/609081/940915#target">Arthur Kalliokoski</a> said:</div><div class="quote"><p>OpenGL can do quads</p></div></div><p>
But their performance is worse than triangle strips, and I think they&#39;ve been removed from OpenGL ES (could look that up to be certain).<br />Their use is not recommended.
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		<author>no-reply@allegro.cc (Evert)</author>
		<pubDate>Mon, 19 Dec 2011 11:31:14 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/609081/940921#target">Evert</a> said:</div><div class="quote"><p>But their performance is worse than triangle strips, and I think they&#39;ve been removed from OpenGL ES (could look that up to be certain).</p></div></div><p>Nope, not in OpenGL ES. As well, OpenGL 3 and 4 both lack the glBegin/glEnd/glVertex* style api, as well as any type of QUAD primitive for glDrawArrays. The docs only list these for OpenGl 3: GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY and GL_TRIANGLES_ADJACENCY. OpenGL 4 supports those, and GL_PATCHES.
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		<author>no-reply@allegro.cc (Thomas Fjellstrom)</author>
		<pubDate>Mon, 19 Dec 2011 11:58:54 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;m wondering how hard it would be to do something like half-life software rendering, or even wolfenstein 3d in Allegro 5.
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		<author>no-reply@allegro.cc (altalena)</author>
		<pubDate>Fri, 23 Dec 2011 12:55:31 +0000</pubDate>
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