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[IDEA] Better texture handling / exposure http://slick.ninjacave.com/forum/viewtopic.php?f=27&t=4676 |
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Author: | davedes [ Thu Mar 08, 2012 8:59 pm ] |
Post subject: | [IDEA] Better texture handling / exposure |
A few things that might be nice to think about at some point... Post your thoughts.
Overall, it should mostly be doable with backwards compatibility (overloading methods etc). Unless a game depends on Slick's image decoders to return POT-padded byte buffers, which is just plain silly... ![]() |
Author: | R.D. [ Fri Mar 09, 2012 8:51 am ] |
Post subject: | Re: [IDEA] Better texture handling / exposure |
If it's not making anything worse why not? Go ahead and do it I say. As long as the end user does not need to handle anythin differently and still be able to use image.draw() or getSubImage() as expected I'm totally in for it. |
Author: | Mr. Kenkron [ Sat Mar 10, 2012 4:49 am ] |
Post subject: | Re: [IDEA] Better texture handling / exposure |
My computer is still unable to use OpenGL 2.0 (believe me, it's painfully inconvenient), but if you can keep it from breaking on earlier hardware, I think it's good. |
Author: | liamzebedee [ Sat Mar 10, 2012 4:54 am ] |
Post subject: | Re: [IDEA] Better texture handling / exposure |
Another plus is that this wouldn't happen |
Author: | Tommy [ Sat Mar 10, 2012 10:07 am ] |
Post subject: | Re: [IDEA] Better texture handling / exposure |
I'd also say go for it, davedes. You seem to be the most experienced in this area and your explanation sounds all reasonable. |
Author: | R.D. [ Tue Mar 20, 2012 8:25 am ] |
Post subject: | Re: [IDEA] Better texture handling / exposure |
Do we have a good way to handle FBO's/PBuffers? What I means is that we might want to give the developer an easy way to use an FBO for Post-Processing. Especially now where we have shaders (still using davedes version but you get my point). Currently we have a FBOGraphics class which I don't really like. First of it takes an whole image... Imho a better way would be to just take the texture. Or even better have a C'Tor which just takes the width and height creating a new empty texture for us. Also I don't understand why bind and unbind are private in the current class :/ We might even want to abstract it so the dev can check on FBO or PBuffer and use what's supported? Just some ideas I had ![]() |
Author: | davedes [ Tue Mar 20, 2012 5:48 pm ] |
Post subject: | Re: [IDEA] Better texture handling / exposure |
I like the idea of giving more power to the user -- since these classes are pretty much invisible to the user at the moment, we can go wild changing them. I'm also not a huge fan of my createOffscreenImage fix -- it's useful as a temporary workaround but ideally we should have something a bit cleaner, maybe something that ties in with changes we'd like to make to FBO/PBuffer stuff. For my game, I made my own FBO implementation that doesn't depend on Graphics -- which makes it more useful for people like me (who do custom "low-level" rendering instead of relying on Graphics). It would also be useful as a standalone utility for Slick-Util users. We could write something similar for PBuffer/PBufferUnique, then implement these using Graphics with, say, an OffscreenGraphics class (which decides whether to use FBO/PBuffer/PBufferUnique). FBO.java TextureUtils.java Some things my FBO does differently:
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