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Cool, is it a custom model format?
Perhaps you could write a custom loader for mojo3d when it’s out (soon!).
Very nice!
It has to be Lambda:Int though, right? (confused)
Oops, yes.
You’ll need to write a custom comparison routine, something like (untested)…
Monkey12345678910Function CompareNames:Int( lhs:String,rhs:String )if lhs.StartsWith( "@" ) and rhs.StartsWith( "@" ) return lhs<=>rhsif lhs.StartsWith( "@" ) return -1if rhs.StartsWith( "@" ) return +1if lhs.StartsWith( "+" ) and rhs.StartsWith( "+" ) return lhs<=>rhsif lhs.StartsWith( "+" ) return -1if rhs.StartsWith( "+" ) return +1Return lhs<=>rhsEndThe basic idea is…
Monkey1234list.Sort( Lambda( x:C,y:C )Return x.Name<=>y.NameEnd )The lambda (or method/function) needs to return the same result as the ‘spaceship’ operator, ie: an int value <0 if x<y; an int value >0 if x>y; or 0 if x=y.
Yes, 100 is good news – they were talking about 5000 or so originally!
> What did it cost before?
I believe it was 100 to put as many games as you wanted up on greenlight.
The new system is much more like ‘normal’ publishing too, which I prefer.
I have neither the time or skills to do this myself.
The docs are all there in github. If you want to modify/improve them, please do and make a pull request. Someone else was doing something like this with a fork of the repos I think. But, like so many other 3rd party doc related things, it just fizzled out.
So I’m afraid you’ll just have to wait until I can find some time to improve the docs.
There is actually a simple way to modify texture flags currently in the develop branch – the Texture.Flags property is now read/write so you can actually just blast your own flags in, eg:
image.Texture.Flags|=TextureFlags.WrapST ‘enable texture coordinate wrapping.
image.Texture.Flags&=~TextureFlags.FIlterMipmap ‘disable filtering/mipmapping.
This does actualy take care of all the above issues in a pretty clean way!
Is everyone OK with this approach (and with TextureFilter being moved to TextureFlags)?
I’m more interested in how (and why) its being used.
Canvas.TextureFilteringEnabled (which globally forces nearest filtering for all drawing) takes care of all the stuff in bananas and the framework stuff in modules – what else is needed on top of this?
I’m guessing the ability to selectively enable nearest filtering for only some textures, in which case perhaps adding an optional textureFlags param (that includes texture filtering modes, as it used to!) to Image.Load would be enough?
It’s hard to say what ‘best’ here (while also taking into account the new 3d stuff) unless I have an idea of what it’s being used for.
Bump…would quite like a reply to this if possible!
And…that’ll do.
Yes, this system needs a bit of work!
pixmap.Retain() works cleanly here, but you shouldn’t have to do that in the first place. Will be looking into this stuff very soon.
quality support!
Yes, ripped this out for now while 3d stuff is being added.
What are you wanting to do exactly? How were you using TextureFilter before?
Canvas.TextureFilteringEnabled:Bool is back now, but that flushes rendering so isn’t particularly efficient (unless you sort Draw calls). It’s really meant for a quick ‘n’ dirty ‘retro mode’, which seemed to be what most people wanted.
Yes, that’s how enum’s work. There’s no mechanism for auto-generating ‘mask’ enum values, eg: 1 Shl 1, 1 Shl 2, 1 Shl 3 etc. I find it useful to use hex for these:
Monkey123456789101112Enum FlagsA=$0001B=$0002C=$0004D=$0008E=$0010F=$0020G=$0040H=$0080EndLocal flags:=Flags.A | Flags.BAs for the ‘bugs’, I think you might be getting operators ‘|’ and ‘+’ mixed up! X|Y is NOT the same as X+Y. The code is working, but your enum values have multiple bits set so you’re getting weird values when you ‘|’ them together.
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