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Re: REALbasic-Games Digest #191 (Real Studio games Mailinglist archive)

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Re: explosions   -   Jeff Quan
  Re: REALbasic-Games Digest #191   -   KamaShin

Re: REALbasic-Games Digest #191
Date: 25.01.04 17:05 (Sun, 25 Jan 2004 17:05:42 +0100)
From: KamaShin
I already found a way to have a smooth RB3D control... the pbm came
from the timer itself... so I set a loop in timer that continuously
refresh the RB3D and I ll write all my game in this loop... The timer
delay is no more a pbm since it plays once but is trapped in my loop
which is much faster...
as for my game, though it uses TB3D, it will be an all 2D RPG game :)
I already wrote one (way uncomplete and working only on OS 9 because of
many reasons... the game itself was uncomplete the graphic/environnment
engine was, with collision detection, movements, animated sprites,
music, sounds and such...) I m re-writting it from scratch cause I want
it playable on OS X and Windows...
all pbm fixed for now :)
thanks anyway :)
Le 25 janv. 04, à 15:00, REALbasic Games a écrit :

> REALbasic-Games Digest #191 - Sunday, January 25, 2004
>
> SpriteSurface VS RB3D in oS X.3
> by "KamaShin" <<email address removed>>
> Re: SpriteSurface VS RB3D in oS X.3
> by "Chris Dillman" <<email address removed>>
> extra pixels around edges of objects
> by "Jeremy Smoler" <<email address removed>>
> Re: extra pixels around edges of objects
> by "Frank C." <<email address removed>>
> ----------------------------------------------------------------------
>
> Subject: SpriteSurface VS RB3D in oS X.3
> From: "KamaShin" <<email address removed>>
> Date: Sat, 24 Jan 2004 20:22:33 +0100
>
> --Apple-Mail-1-28189307
> Content-Transfer-Encoding: 7bit
> Content-Type: text/plain;
> charset=US-ASCII;
> format=flowed
>
> Hi there,
> I ve once begun making a 2D game on OS 9 using first SpriteSurface and
> then an RB3D... even for 2D games, RB3D is better than SpriteSurface
> because of its ability to smooth the pictures when they are scaled...
> well, both methods were good on OS9 BUT... I m now starting this game
> from scratch cause I want it to run well on OS X... and I m testing
> SpriteSurface and RB3D controls... here is what I m seeing:
> RB3D is SLOOOOOOOW (and yes I installed the last version of Quasa)...
> SpriteSurface is a bit faster but still flickers a bit, the movements
> are not very smooth... why is that? maybe I m doing something wrong, I
> don t know... isn t there any faster way of having 2D animations? even
> with the timer period set to 0 it s a bit slow... whereas it was plain
> fast on OS 9... I have an iMac G3 500Mhz with 256 Mo ram and a poor ATI
> RAGE Pro with 8 Mo of VRAM... any idea?
>
> --Apple-Mail-1-28189307
> Content-Transfer-Encoding: 7bit
> Content-Type: text/enriched;
> charset=US-ASCII
>
> <fontfamily><param>Verdana</param>Hi there,
>
> I ve once begun making a 2D game on OS 9 using first SpriteSurface and
> then an RB3D... even for 2D games, RB3D is better than SpriteSurface
> because of its ability to smooth the pictures when they are scaled...
> well, both methods were good on OS9 BUT... I m now starting this game
> from scratch cause I want it to run well on OS X... and I m testing
> SpriteSurface and RB3D controls... here is what I m seeing:
>
> RB3D is SLOOOOOOOW (and yes I installed the last version of Quasa)...
> SpriteSurface is a bit faster but still flickers a bit, the movements
> are not very smooth... why is that? maybe I m doing something wrong, I
> don t know... isn t there any faster way of having 2D animations? even
> with the timer period set to 0 it s a bit slow... whereas it was plain
> fast on OS 9... I have an iMac G3 500Mhz with 256 Mo ram and a poor
> ATI RAGE Pro with 8 Mo of VRAM... any idea?
>
> </fontfamily>
> --Apple-Mail-1-28189307--
>
> ----------------------------------------------------------------------
>
> Subject: Re: SpriteSurface VS RB3D in oS X.3
> From: "Chris Dillman" <<email address removed>>
> Date: Sat, 24 Jan 2004 13:44:59 -0600
>
> --============_-1137148992==_ma============
> Content-Type: text/plain; charset="us-ascii" ; format="flowed"
>
>> Hi there,
>> I ve once begun making a 2D game on OS 9 using first SpriteSurface
>> and then an RB3D... even for 2D games, RB3D is better than
>> SpriteSurface because of its ability to smooth the pictures when
>> they are scaled... well, both methods were good on OS9 BUT... I m
>> now starting this game from scratch cause I want it to run well on
>> OS X... and I m testing SpriteSurface and RB3D controls... here is
>> what I m seeing:
>> RB3D is SLOOOOOOOW (and yes I installed the last version of
>> Quasa)... SpriteSurface is a bit faster but still flickers a bit,
>> the movements are not very smooth... why is that? maybe I m doing
>> something wrong, I don t know... isn t there any faster way of
>> having 2D animations? even with the timer period set to 0 it s a bit
>> slow... whereas it was plain fast on OS 9... I have an iMac G3
>> 500Mhz with 256 Mo ram and a poor ATI RAGE Pro with 8 Mo of VRAM...
>> any idea?
>
> Well do you have some FPS you can tell us?
>
> You are calling update on the 3D canvas?
>
> tell us about you game?
> Like how many sprites etc.
>
> --
> Email: <email address removed>
> iChat / AIM: <email address removed>
> Buy Art : http://www.starbounce.com
> Listen to Music: http://www.trance-o-matic.com
> Play Games: Plaid World Studios http://www.plaidworld.com
> Learn game programming at http://www.idevgames.com
> Day job: Software Engineer for http://www.riskwise.com, Part of
> LexisNexis
>
> --============_-1137148992==_ma============
> Content-Type: text/html; charset="us-ascii"
>
> <!doctype html public "-//W3C//DTD W3 HTML//EN">
> <html><head><style type="text/css"><!--
> blockquote, dl, ul, ol, li { padding-top: 0 ; padding-bottom: 0 }
> --></style><title>Re: SpriteSurface VS RB3D in oS
> X.3</title></head><body>
> <blockquote type="cite" cite><font face="Verdana">Hi
> there,</font></blockquote>
> <blockquote type="cite" cite><font face="Verdana">I ve once begun
> making a 2D game on OS 9 using first SpriteSurface and then an RB3D...
> even for 2D games, RB3D is better than SpriteSurface because of its
> ability to smooth the pictures when they are scaled... well, both
> methods were good on OS9 BUT... I m now starting this game from
> scratch cause I want it to run well on OS X... and I m testing
> SpriteSurface and RB3D controls... here is what I m
> seeing:</font></blockquote>
> <blockquote type="cite" cite><font face="Verdana">RB3D is SLOOOOOOOW
> (and yes I installed the last version of Quasa)... SpriteSurface is a
> bit faster but still flickers a bit, the movements are not very
> smooth... why is that? maybe I m doing something wrong, I don t
> know... isn t there any faster way of having 2D animations? even with
> the timer period set to 0 it s a bit slow... whereas it was plain fast
> on OS 9... I have an iMac G3 500Mhz with 256 Mo ram and a poor ATI
> RAGE Pro with 8 Mo of VRAM... any idea?</font></blockquote>
> <div><br></div>
> <div>Well do you have some FPS you can tell us?</div>
> <div><br></div>
> <div>You are calling update on the 3D canvas?</div>
> <div><br></div>
> <div>tell us about you game?</div>
> <div>Like how many sprites etc.</div>
> <div><br></div>
> <div><br></div>
> <div><br></div>
> <x-sigsep><pre>--
> </pre></x-sigsep>
> <div>Email: <email address removed><br>
> iChat / AIM: <email address removed><br>
> <br>
> Buy Art : http://www.starbounce.com<br>
> Listen to Music: http://www.trance-o-matic.com<br>
> Play Games: Plaid World Studios http://www.plaidworld.com<br>
> Learn game programming at http://www.idevgames.com<br>
> Day job: Software Engineer for http://www.riskwise.com, Part of
> LexisNexis<br>
> <br>
> <x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
> </x-tab><x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
> </x-tab><x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
> </x-tab></div>
> </body>
> </html>
> --============_-1137148992==_ma============--
>
> ----------------------------------------------------------------------
>
> Subject: extra pixels around edges of objects
> From: "Jeremy Smoler" <<email address removed>>
> Date: Sat, 24 Jan 2004 21:45:45 -0500
>
> I wrote in a few weeks ago about a problem I'm having: I'm using RB3D
> to display 2D sprite graphics. Many of my sprites display with extra
> pixels around their edges. These pixels follow the rectangular border
> of the sprite image, but are not in the original image.
>
> Joe suggested I try duplicating the problem in a simpler project.
> Here's what I have now. I create a new RB project, put a new RB3DSpace
> control in the default window, and put the following code in the
> control's Open event handler:
>
> Dim p As Picture
> Dim obj As Object3D
>
> p = NewPicture(16, 16, 24)
> p.Graphics.ForeColor = &c000000
> p.Graphics.FillRect 0, 0, p.Width, p.Height
> p.Graphics.ForeColor = &c00FF00
> p.Graphics.FillRect 4, 4, 12, 12
>
> obj = New Object3D
> obj.AddShapePicture p, 1
>
> RB3DSpace1.SkyColor = &c000000
> RB3DSpace1.AmbientLight = 90
> RB3DSpace1.Objects.Append obj
> RB3DSpace1.Camera.Position.Z = 100
>
> Then I run the project. I see a green square on a black background, as
> expected. I also see thin green lines above and to the left of the
> square, and a faint green dot near the square's upper-left corner.
> These last I do not expect to see. Any ideas where they are coming
> from?
>
> I am using REALbasic 5.2.4, Quesa 1.6d18, and OSX 10.3.2, on an iMac
> G4.
>
> ----------------------------------------------------------------------
>
> Subject: Re: extra pixels around edges of objects
> From: "Frank C." <<email address removed>>
> Date: Sun, 25 Jan 2004 00:05:52 -0500
>
> On 24-Jan-04, at 9:45 PM, Jeremy Smoler wrote:
>
>> I wrote in a few weeks ago about a problem I'm having: I'm using RB3D
>> to display 2D sprite graphics. Many of my sprites display with extra
>> pixels around their edges. These pixels follow the rectangular border
>> of the sprite image, but are not in the original image.
>
> I've seen this often, even in commercial games (especially with font
> textures), and it's actually normal behaviour, but can be prevented by
> properly formatting your artwork.
>
> The texture is being filtered by OpenGL, which is creating some extra
> pixels (you'll notice it appears anti-aliased along hard edges) these
> pixels are wrapping around to the opposite edges. The only way to
> really "fix" this in code is to turn off the filtering - which can be
> done with declares - but textures will look _really_ pixelated.
>
> The best thing to do is to take this into account when creating
> textures, and leave a few pixels from each edge either a solid colour
> or totally transparent. If you reduce the green rectangle to 4, 4, 11,
> 11, you'll see it looks correct - 1 pixel makes a huge difference.
>
> Frank.
>
> ----------------------------------------------------------------------
> End of REALbasic-Games Digest
>
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