|[ < ]||[ > ]||[ << ]||[ Up ]||[ >> ]||[Top]||[Contents]||[Index]||[ ? ]|
iGraphics2DAlpha Color Support
`iGraphics2D' now supports an alpha channel.
accepts an optional alpha value (0 being completely transparent, and
255 being fully opaque) which defaults to 255. All canvases will then blend
the pixels appropriately if the color depth is 15 bpp or higher. Furthermore,
iGraphics2D::Write() also handles alpha in both foreground and
background colors, it is recommended for transparent backgrounds, instead
of using `-1' as the color value, to obtain a color value from
FindRGB() that has the same R, G, B components as the foreground color,
but an alpha component of 0.
The `iRenderBuffer' interface was made renderer-independant. Consequently,
creation was moved out of `iGraphics3D' and into `csRenderBuffer' in
the `csgfx' module (see `csgfx/renderbuffer.h'). The semantics of
the parameters have changed too: notably, instead of specifying the byte size
of a buffer, the element count is specified. The same change has been made to
CopyToBuffer() (which has been renamed to
CopyInto() to enforce
human correction of the arguments).
More serious changes involve the publication of render buffers by renderers. Previously meshes provided render buffers via name, and these were mapped using name <-> OpenGL name mapping. But most meshes only provided a few standard-named buffers (such as, `vertices', `texcoords', etc.), and the mapping itself took some time (5%+ per frame). This has been reworked.
Now, meshes can provide a set of 16 buffers in a fixed structure. Meshes can provide `index', `position' (vertices), `normal', `color', `color_lighting' (pre-lit colors), `texcoord0', `texcoord1', `texcoord2', `texcoord3', `texcoord_lightmap', `generic0', `generic1', `generic2', `generic3', `tangent' and `binormal' buffers. At the very least, meshes should provide `index', `position', and if possible `texcoordn'. The old system with custom named buffers is also supported.
Both kinds of buffers can be mapped, and the destinations for both kinds of buffers are the same (listed here): `position', `normal', `color', `primary color' (alias for `color'), `secondary color', `texture coordinate n' (where 0 <= n < texture units; `texture coordinate' is alias for n = 0), and `attribute n' (where 0 <= n < 16). Note that you can not map buffers of different kinds (the `normal' and the custom buffers) to same destination; the result is undefined).
The normal buffers are named `position', `normal', `color', `primary color', `lit color', `texture coordinate n' (where 0 <= n < 3), `texture coordinate lightmap', `generic n' (where 0 <= n < 3), `binormal', and `tangent'. These appear in the `source="..."' tag within the XML shader description.
Mapping of custom buffers is accomplished as so:
<buffer customsource="custombuffername" destination="texture coordinate 1" />
And, mapping of a normal buffer is done this way:
<buffer source="tangent" destination="texture coordinate 2" />
As a convenience, three buffers are mapped automatically by default (as long as the mesh provides them). They are:
It is no longer possible to define render priorities in a map file. You can now only redefine render priorities from the engine API. See section Render Priorities and Objects in Sectors.
Previously, the semantics of a Cg vertex program matrix parameter were determined through the variable name; e.g. a name of `ModelViewProj' bound the combined model view and projection matrix to the variable. This is still supported but deprecated. Crystal Space now requires Cg 1.3 which allows the matrix semantics specification in a way similar to other semantics specification. For example:
uniform float4x4 ModelViewProj
uniform float4x4 ModelViewProj : state.matrix.mvp
Check the `data/shaders/' directory for further examples. For more detailed information, consult the Cg and `ARB_vertex_program' documentations.
To allow more control over how geometry is transformed when using shaders the
`csRenderMesh::object2camera' has been split into two transforms:
`object2world' and `world2camera'. The `object2world' transform
is sent via a shader variable, while `world2camera' is specified via
iGraphics3D::SetWorldToCamera() (but it is also available as a shader
variable to shader programs).
|[ < ]||[ > ]||[ << ]||[ Up ]||[ >> ]|
This document was generated using texi2html 1.76.