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So I combined all of Nobiax's cc0 patterns into a 2gb zip...

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Date Editor Before After
5/19/2015 6:51:01 AMJPrankgajop before revert after revert
Before After
1 [quote][b]in-engine map editor[/b] to keep all the maps of a texture in sync when painting[/quote] 1 [quote][b]in-engine map editor[/b] to keep all the maps of a texture in sync when painting[/quote]
2 Spring uses textures OpenGL internally, and only editing textures makes sense due to performance/implementation reasons. 2 Spring uses textures OpenGL internally, and only editing textures makes sense due to performance/implementation reasons.
3 It would be extremely inefficient to load images, modify them, save them as images and inform the engine to reload them again [u]each time you paint stuff[/u]. Not to mention that it would require a considerable amount of extra code to be implemented. 3 It would be extremely inefficient to load images, modify them, save them as images and inform the engine to reload them again [u]each time you paint stuff[/u]. Not to mention that it would require a considerable amount of extra code to be implemented.
4 \n 4 \n
5 The whole point of the in-game editor is that all changes should be immediately visible, which means that there's a need to implement functions for overriding specular/normal/emission/detail maps, like it's done for diffuse with Spring.SetMapSquareTexture here: https://springrts.com/wiki/Lua_UnsyncedCtrl#Rendering . If this is done, any changes to those textures made by editors will immediately be visible ingame. 5 The whole point of the in-game editor is that all changes should be immediately visible, which means that there's a need to implement functions for overriding specular/normal/emission/detail maps, like it's done for diffuse with Spring.SetMapSquareTexture here: https://springrts.com/wiki/Lua_UnsyncedCtrl#Rendering . If this is done, any changes to those textures made by editors will immediately be visible ingame.
6 The major implementation difference being that diffuse uses multiple square textures, whether the other maps are represented as single opengl textures, but that's minor. 6 The major implementation difference being that diffuse uses multiple square textures, whether the other maps are represented as single opengl textures, but that just makes it easier.