Wintermute Engine Forum
Wintermute Engine => WME Lite => Topic started by: 2.0 on May 21, 2011, 11:23:13 AM
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Hi Mnemonic!
You've done a great work, thanks. But I have a question.
Is this features:
- Sprite frame mirroring.
- Sprite rotations.
will work in future releases of WME Lite?
Regards.
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I know these limitations are annoying, but unfortunately they are inherited from SDL, the portable graphics library WME Lite is using.
While both of these features are easy to achieve on 3D accelerated hardware, SDL keeps compatibility with non-accelerated systems and for that reasons those features were never added.
The mirroring could be faked for the price of keeping multiple copies of the image in memory, but there's no feasible way of providing smooth rotation without hardware support.
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Hey Mnem, just in case you did not know :
SDL_Gfx includes rotozoom, some stuff for rotating and zooming sprites. I used it a while ago. I don't know if its easy to implement into wme_lite, but maybe worh a look.
http://www.ferzkopp.net/joomla/content/view/19/14/
greets
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I know about this, thanks. But AFAIK it's not intended for realtime rotations, because it's slow.
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I know about this, thanks. But AFAIK it's not intended for realtime rotations, because it's slow.
But you can try, what if you mistakes? :)
My another question is about switching of windowed/fullscreen modes inside the game (and saving the choise) in MacOS - is it possible in the future?
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I tried windowed/fullscreen switching on both windows and mac and there results aren't very good, there are often graphical glitches. Not sure whom to blame, whether SDL or drivers.
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I tried windowed/fullscreen switching on both windows and mac and there results aren't very good, there are often graphical glitches. Not sure whom to blame, whether SDL or drivers.
But can you turn on this feature in the next build with note that we can use it for our own risk?
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It's there actually. Press Alt+Enter to switch between windowed/fullscreen (no script method currently, though).
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I know about this, thanks. But AFAIK it's not intended for realtime rotations, because it's slow.
But can you add this feature (even if it works very slow) for testing purposes?
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What testing purposes?
I don't think I will add this. It would mean one more external library dependency, plus the way sprite images are handled would have to be changed (currently the rotations are done on-thy-fly, this library would require to generate and cache rotated images). Not worth the hassle, IMO, because in the end it's not going to be usable anyway.
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OK, thanks anyway.
Another question is about blending mode - now BlendMode = 1 (additive) is not works correctly (probably in particles) - it works such as a normal mode. It can be corrected?