Angus

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  • in reply to: OpenGL drawlist optimisation #11415

    Angus
    Participant

    Thanks for the offer, and hope your code goes well.

    Yeh I’ve just done a tiny thing to the canvas, but in doing it I read a fair bit of the mojo graphics code.  I’m pretty inexperienced, but it seems like one of the things about monkey that really isn’t appreciated enough.  Though the api is clean and straightforward, the amount of OpenGL “stuff” that’s right there in mx2 code is eye-opening.

    in reply to: OpenGL drawlist optimisation #11386

    Angus
    Participant

    Also, I’m using a normal Window… I’m pretty new to mx2 and I guess I’ve just been doing what’s “comfy-est” should I use a GLWindow?  You don’t really need to answer that, I’m sure I can look into it 🙂

     

    PS. Also also, thanks for your reply, motivates me to give some changes a go!

    in reply to: OpenGL drawlist optimisation #11385

    Angus
    Participant

    If it’s really the case that drawing a set of strips with varying lengths is fine then that’s great.

    I’m using mojo(2D) slightly tweaked to allow me to determine draw operations and send individual vertexes.

    It’s a 2D system I’m using/making which sort of makes it more difficult to know whats best.  A lot of my shapes will be quads (sprites more or less) but more and more often now I’m trying to make things from curves, which obviously benefit from being thought of as larger groups of polys.  Many of my objects could be rendered best as strips rather than fans, but I think I could tweak mojo a bit more to make that happen.

    in reply to: OpenGL drawlist optimisation #11382

    Angus
    Participant

    Yes, I’ve picked some of these things up looking through the mojo code.  I wasn’t sure if the was still a Begin-End structure in there deeper than I’d looked 🙂

    I guess I’d ultimately only be drawing triangle strips, with one or more triangles.  Interesting that a set of these of varying length wont be troublesome?

    In terms of minimising other state changes, I just take care.  I use a layered display, which makes it somewhat easy to decide when some changes take place.  For example I can elect to have a layer or range of them all be drawn from one texture, or one layer to draw only additive blended graphics objects.  I dont have to stick to these rules, but can use them to avoid masses of changes.

    I think I may have a go at switching from triangles to strips.

    in reply to: Modifying the mojo Canvas Class #11367

    Angus
    Participant

    Well, it does a lot less than mojox.  I looked through the mojox code as well and let’s just say it’s significantly more mature than my code 🙂  Some things about structure of mx2 will allow me to make my own source much nicer.

    I’m going some distance to make those changes just now.  If I manage to make the code not too embarrassing I’ll be happy to share it, it’s nothing special.  I don’t want to get too distracted perfecting a GUI though, I want to move on to project for which I started the GUI initially…

    I’ve started using splines and other functions to define the shapes of some of my graphics objects, and those things are a pain to set up.  Not to mention configuring physics objects!  The GUI is to run an editor for these things, my hope is that the products of the editor will be more presentable than the editor itself 😉

    in reply to: Modifying the mojo Canvas Class #11360

    Angus
    Participant

    Am delighted to say that I’ve got it working as the Canvas module stands, I’ll take my chances that I can cope with any changes that occur under it’s hood.

    More pleased than ever that mojo is doing most of the heavy lifting.  Understanding what to do meant reading through a lot of the code.  Intimidating stuff!

    Also delighted to see the monkey GUI I was working on brought back to life!  When I realised moving to mx2 was inevitable I wondered if I’d use mojox, but like my transform and display code I think I’ll stubbornly carry with what I have.  I know I can make it much nicer to use with mx2’s features.

    Anyway I’m just wittering cos I’m chuffed to see a file requester and a pointless red square.  Better things to come 🙂

    Edit:  Meant to comment on how satisfying it is to think of all those neatly stitched together triangles… simple things, eh?

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    in reply to: Modifying the mojo Canvas Class #11341

    Angus
    Participant

    Looking through pages of hastily translated monkey code, I found the line that was causing the compiler crash and it’s embarrassingly stupid. This’ll do it:

    [/crayon]

    Serves me right for just piling into converting heaps of code without much testing. This is a combination of not understanding Slice (<> not reqd in this situation) and mistakenly using square brackets by daftness.
    Not sure any action required to “solve” this problem with the compiler. Is it fair to cater to every weird thing a user might type? 🙂

    For DrawPolys, it’s close to what I need, but all of the private AddVertex methods transform the vertices by the matrix, I think I’m right in saying.
    I’m stubbornly using my own matrix tree and display transformation code 🙂 I’m super glad to have mojo construct that nifty display list, not to mention manage textures and shaders, but I like the feeling of positioning my own vertices. My feelings about it might change!

    I understand that I play with those parts at my own risk. Is very interesting stuff.

    For now I’ve plenty more embarrassing errors to find…

    edit… I obviously don’t understand the code tags, sorry will figure it out.

    in reply to: Modifying the mojo Canvas Class #11339

    Angus
    Participant

    Yes, NewDrawOp is exactly the same but public. I want to be able to start new operations and pass individual vertexes using my own graphics objects outside of the Canvas class.

    I now realise that my code is generating the compiling error seperate to the Canvas class issue though and I suspect they’re not related. I’m sure I can find a way to do what I want once I’ve found the source of this problem 🙂

    I’ve been translating a lot of code at once, so I’m in the process of isolating what’s causing the compiler error. I’ll post some code that replicates it when I’m more sure.

    in reply to: Modifying the mojo Canvas Class #11331

    Angus
    Participant

    Ok, more hunting and it seems these changes aren’t what’s causing my problem. I’ve no idea what is, but I’ll keep looking.

    What would that error interrupting a check or compile usually mean?

    Parsing…
    Semanting…
    Caught signal:Memory access violation

    in reply to: Worried #11160

    Angus
    Participant

    I’ve just moved to monkey2.  I’m ashamed to say I can’t afford to pay for it yet, but I intend to this month.

    I’ve always bought and used Blitz languages and can echo what others have said about the amount of fun it’s been; it’s hard to overstate.  I’ve pretty much zero enthusiasm for going back to the other languages I’ve dabbled in to find anything as easy and powerful.

    Having lots of monkey code, I was sad to see it go and I’d be sad to see m2 go as well.  I’ve only started to convert my stuff but it looks lovely so far.

    Sad though it’d be I don’t have any personal expectations, I feel like I’ve had much more than my money’s worth over the years and most of all I want Mark to find the work sustainable and enjoyable.

    ps.  I’ll feel like I’ve had my money’s worth even if I pay on Nov 1st and it still folds.

Viewing 10 posts - 61 through 70 (of 70 total)