Author Topic: Ingame Zooming  (Read 8410 times)

Vincent

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Re: Ingame Zooming
« Reply #15 on: 2011-06-11, 07:31:04 AM »
I really had no choice to comment these blocks.  I upgraded SGDK2 version a couple of times during the project and I had to figure out a way not to forget any of my changes.  :)

I can't wait to see those light effects.  It would be an interesting addition to SGDK2!
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Re: Ingame Zooming
« Reply #16 on: 2011-06-11, 11:57:11 AM »
yeah, the light is nice, but Im not even sure If I can add it in the game, it conflicts with a Sprites ModulateAlpha. When I use light, every sprite has an alpha of 255, no matter what its set to. Message Boxes behave the same way. I think Ill just enable lighting at night, and keep it dark for light sources. I dont see the use of it in the daytime especially with the above side effects.

EDIT: Found a reference... http://docs.mono-android.net/OpenTK.Graphics.ES20.EnableCap/Members It has SOME members for enablecap... but I still kind of feel like Im missing some things... I tried GL.Enable(EnableCap.AlphaTest); with no good results
« Last Edit: 2011-06-11, 08:38:42 PM by Pizzaman »

bluemonkmn

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Re: Ingame Zooming
« Reply #17 on: 2011-06-12, 07:07:09 AM »
Were there lighting effects visible in that video or just zooming?
And yeah Bluemonkmn, he lighting effects were present in the game.

I can't see the lighting effects in that video.

bluemonkmn

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Re: Ingame Zooming
« Reply #18 on: 2011-06-12, 07:09:01 AM »
Are you planning on doing lighting per tile or per pixel?  If you're just doing lighting per tile, would it make sense to have a layer in front that has black tiles with varying alpha to implement the lighting?

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Re: Ingame Zooming
« Reply #19 on: 2011-06-12, 12:21:45 PM »
Sorry about that, This is a video of all the lighting "effects" I have so far... This should how somewhat of a contrast between the effects Ive made. Im still trying to wrap my head fully around lighting. Its a pretty intresting thing.

http://www.youtube.com/watch?v=e8M5rNQUfYY

And I see what you mean with the layer with varying alpha... Im just trying to figure out how to make a sprite/tile on one layer Specifically change the alpha of certain tiles on another layer..

If the lighting effects you were looking for were torches and lightbulbs... I havent released (or even finished) that yet :/

Edit: Learned yet another GL function that could have saved me time... GL.Viewport... seems it does Zooming just as good, if not even better than GL.Ortho
« Last Edit: 2011-06-12, 04:32:16 PM by Pizzaman »

bluemonkmn

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Re: Ingame Zooming
« Reply #20 on: 2011-06-13, 05:18:44 AM »
Learned yet another GL function that could have saved me time... GL.Viewport... seems it does Zooming just as good, if not even better than GL.Ortho

That was one of the functions I posted in my first post of this thread, right next to GL.Ortho.

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Re: Ingame Zooming
« Reply #21 on: 2012-03-24, 06:36:40 PM »
If anyone is interested in doing this, it follows either GL.Ortho and GL.Translate.

To get rid of the HIDEOUS gaps between the textures you can't use Linear in TexMin/Mag Filter, rather, you must use Nearest.

This however, will bring out any graphics that aren't aliased- so keep it in mind.  ???