World: r3wp
[View] discuss view related issues
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Henrik 4-Aug-2010 [10108] | text behavior is mezzanine |
Nicolas 4-Aug-2010 [10109] | Is it in ctx-text? |
Anton 4-Aug-2010 [10110] | It depends on how hard / possible it is to get individual character size & position information from gob text strings. |
Henrik 4-Aug-2010 [10111x2] | it's in the guie context. |
or maybe not... it's mentioned in the text-* files anyway. | |
Nicolas 4-Aug-2010 [10113] | the text-* files? |
Henrik 4-Aug-2010 [10114] | don't you have the R3 GUI source code? |
Nicolas 4-Aug-2010 [10115] | agg_truetype_text.cpp ?? |
Anton 4-Aug-2010 [10116] | .cpp files are obviously C++ files, not rebol mezzanine code. |
Henrik 4-Aug-2010 [10117] | rich text editing will probably not be handled at the AGG level. |
Graham 6-Aug-2010 [10118x7] | This is cute. |
I control-c'd a bit of rebol source from a web page ... which I wanted to edit before I pasted it into the console | |
Normally I would open up the rebol editor, and paste code into it, save it to a disk file and then run it. And wondering why I always need rebol [ ] in the header ... | |
It just occurred to me ... can i just do this editor clipboard:// | |
and yes, it works! I save the file after modification, close the editor, and then control-v to paste my code directly into the console ... no more intermediate files saved! | |
so saving writes the changes back to the clipboard:// device | |
of course, do clipboard:// also works without screwing up the console history | |
BrianH 7-Aug-2010 [10125x2] | With R3 you can do clipboard:// even if the code doesn't have a header :) |
But that editor clipboard:// trick is really cool. | |
Gregg 7-Aug-2010 [10127] | Indeed. I have clipboard shortcuts, but not that one. |
Anton 7-Aug-2010 [10128] | Yeah, works for me too on linux. Very good. |
Maxim 23-Aug-2010 [10129x4] | btw, I'm working on getting this kind of collision detection code working under REBOL :-) in fact, I also want to support rotated shapes, which makes it quite a bit more complex to handle generically, but I've done enough research on the subject to have a good feel on how to get it to work. I'm hashing out all the maths to do it, and will integrate this into my little game engine. |
http://www.metanetsoftware.com/technique/diagrams/tutA_demo.html | |
I'd also really like to get some easy to use Veronoy region code implemented for use in REBOL, they can be quite usefull to simplify very advanced search algorythms and graphics apps. | |
typo... not Veronoy... Veronoi | |
Anton 23-Aug-2010 [10133] | Voronoi |
Maxim 23-Aug-2010 [10134x3] | yeah... was late (early) for me |
I think I just found an interesting way to optimise AGG on R2 :-D I'm doing Animation tests with some complex vector & projection math (rotating/translating/projecting shapes using floating point math exclusively). using AGG and a non-standard manual management of the window, I'm acheiving 0% CPU at 30fps FULL SCREEN (1440x900) | |
on a crappy 1.5GHz core2 duo. | |
Brock 23-Aug-2010 [10137] | Sounds like a great achievement Max, keep up the great work and post some samples or animations or something so we can see your work. |
Maxim 23-Aug-2010 [10138x4] | when the collision stuff is finished, later this evening, I'll prebol a little script for you guys to test and have fun with. :-D |
animated vector projection tests : http://www.pointillistic.com/open-REBOL/moa/files/ptest-preboled.r | |
notice that it follows the mouse even when the window isn't even activated :-) | |
updated it (much more mesmerizing now ;-) -now supports shape dragging (while everything still animates). -shape also rotates more quickly -animation is capped to 50 fps, but may go as high as 200 fps on your system while dragging, if you change the refresh-rate in the script begining. | |
AdrianS 23-Aug-2010 [10142] | how fast does it go if you don't output the progress dots? |
Maxim 23-Aug-2010 [10143] | it doesn't change the speed, since there are no newlines. |
AdrianS 23-Aug-2010 [10144x2] | this looks double buffered - does REBOL use this by default? |
I would think that any console text output would significantly slow down animated graphics | |
Maxim 23-Aug-2010 [10146x2] | the refresh is manually limited to 50 fps, which occurs when dragging, and uses less than 1% cpu on my 5 year old machine. |
no, what kills the speed is when you do newlines, especially if the lines are long. | |
AdrianS 23-Aug-2010 [10148x2] | what about the dubble buffering? |
double | |
Maxim 23-Aug-2010 [10150x2] | the system I am using now, is doing double buffering. the AGG is rendered on the raster, and the call to show, tells view to update the window's bitmap so it reflects the changes to the raster. |
the raster being a pre-allocated image! which I use with the 'draw function. | |
AdrianS 23-Aug-2010 [10152] | looked flicker-free, so I assumed it was |
Maxim 23-Aug-2010 [10153x2] | cool thing is that if we don't blank the bg manually, we actually get a persistent buffer, and can do things like winamp visualizers easily. |
but that means using face effects (and hence going thru view and back) which will kill the speed pretty quickly :-( | |
AdrianS 23-Aug-2010 [10155x3] | why would this kill speed? |
is it view being slow or just doing these kinds of effects in REBOL that is not so fast? | |
I thought I remembered some pretty fast animations (with effects) done by cyphre some years ago - he bypassed view effects for those? | |
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