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# ceramic
  • a

    ambitious-knife-25690

    03/10/2023, 4:28 PM
    yeah, i've never really used event based systems so as soon as you started hinting at that I was like "I may be missing some info here" 😆
  • a

    ambitious-knife-25690

    03/10/2023, 7:16 PM
    almost the main set of components are done for the haxeui backend
  • a

    ambitious-knife-25690

    03/10/2023, 7:16 PM
    I have like 1 or 2 more very persistent bugs/issues and i'd say it is usable
  • a

    ambitious-knife-25690

    03/10/2023, 7:17 PM
    it'll go up without the canvas component but, that will be the only thing i want to leave
  • a

    ambitious-knife-25690

    03/10/2023, 7:19 PM
    the main bug i need to fix there is the tree view hover
  • a

    ambitious-knife-25690

    03/10/2023, 7:20 PM
    which is mouse event related but just trying to figure out what will work properly with each backend is the nuance
  • b

    billowy-waiter-28954

    03/10/2023, 9:04 PM
    Meanwhile, I'm seeing my first texture in Ceramic extracted from an aseprite file yay
  • s

    straight-twilight-37046

    03/10/2023, 9:18 PM
    Epic win!
  • b

    billowy-waiter-28954

    03/11/2023, 1:11 PM
    This atlas was created at runtime from an
    .aseprite
    file
  • b

    billowy-waiter-28954

    03/11/2023, 1:11 PM
    (still need to detect duplicates)
  • b

    billowy-waiter-28954

    03/11/2023, 10:12 PM
    Alright alright, duplicates are detected and removed, and when loading multiple aseprite/ase files, everything is packed within the same texture atlas on the fly, so that it's optimal for performances and memory usage
  • f

    fresh-finland-97755

    03/12/2023, 5:18 AM
    Are you able to manipulate the layers of the aseprite sprite at runtime? Like tinting one layer?
  • b

    billowy-waiter-28954

    03/12/2023, 8:51 AM
    I mean, I could change one layer setting/tint when loading at runtime, but only at load time, as after all the layers are flatten into one frame and put in the atlas
  • b

    billowy-waiter-28954

    03/12/2023, 9:43 AM
    Actually, there are still duplicate regions in the generated atlas above. There are 3 identical arrows. This is because the original arrow images are at different positions to make the animation. But when trimming white spaces around, the remaining area is identical. I'll handle that case too (which is not even handled by aseprite when exporting from it)
  • b

    billowy-waiter-28954

    03/12/2023, 9:49 AM
    (basically that will mean: animating frames by moving pixels won't cost more pixels in the atlas anymore)
  • m

    miniature-lawyer-98519

    03/12/2023, 9:50 AM
    cool u have sub textures region/frame rect in ceramic?
  • m

    miniature-lawyer-98519

    03/12/2023, 9:50 AM
    separated
  • b

    billowy-waiter-28954

    03/12/2023, 9:50 AM
    yes, there is a
    TextureAtlas
    object
  • b

    billowy-waiter-28954

    03/12/2023, 9:51 AM
    And right now, I am setting up an utility to generate atlas at runtime (because I need it for aseprite parsing)
  • m

    miniature-lawyer-98519

    03/12/2023, 10:42 AM
    separated
  • b

    billowy-waiter-28954

    03/12/2023, 10:51 AM
    What do you mean?
  • m

    miniature-lawyer-98519

    03/12/2023, 10:51 AM
    I lost context ha
  • m

    miniature-lawyer-98519

    03/12/2023, 10:52 AM
    Nvm i meant texture region vs frame rect for rendering with offsets like the arrow example
  • m

    miniature-lawyer-98519

    03/12/2023, 10:56 AM
    @billowy-waiter-28954 ceramic is based on lost or linked lists for the rendering tree pipeline?
  • b

    billowy-waiter-28954

    03/12/2023, 11:14 AM
    Mmmh I guess no? Ceramic simply orders visuals and the renderer walks through the visuals array to render them
  • b

    billowy-waiter-28954

    03/12/2023, 11:14 AM
    Nothing very fancy except some batching tricks
  • m

    miniature-lawyer-98519

    03/12/2023, 11:31 AM
    Example
  • m

    miniature-lawyer-98519

    03/12/2023, 11:32 AM
    Batching based on … alpha, blendmode texture?
  • m

    miniature-lawyer-98519

    03/12/2023, 11:32 AM
    How do u work around the painters algorithm?
  • b

    billowy-waiter-28954

    03/12/2023, 11:38 AM
    No there is nothing specific about alpha & opaque. Everything is rendered back to front sorted by depth (but also texture, blendmode if not normal or additive, and render target) regardless of it being opaque or transparent. Depth buffer is enabled though, so I guess the GPU is still helping a bit
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