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opengl 3d second tryout

Started by zawran, February 15, 2009

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Pixel_Outlaw

This looks really neat!

Are the GUI windows bound to the area inside the native window? It might be cool to have them have a very faint gradient and transparency but as you said skinnable so that is a moot point.
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TinDragon

It's looking cool :)

zawran and I chatted about gui's for the engines as I thought it would be cool for making tools for use with them. I havent started on my actual gui code yet but I have got my own bitmap font code going with some reference to an example zawran made. I am hoping to use it for my gui system but I am probably going to make the gui seperate to my engine so that I can use it in other things as well and I can then ensure its not tied to heavy into the 3d side.

I think zawran can skin the windows for buttons, close icon etc. but i am not sure if the actual window pane is skinable or just colorable, but I suspect it could be changed to do gradients. Making them transparent could be done just by setting blend before drawing since there opengl :)


zawran

Yes the windows are bound to the native window and can only be used on opengl contexts, so they can not be used as loose windows outside the main application window. They are fully skinable, that is you can change all the graphics, including the titlebar and window background. So I could make a gradient if thats what I wanted. For now I really like this simple look, so that is what I will continue with, but I might make other versions later on. Transparency could be done since opengl supports this.

The windows are 2D quads which is drawn after the 3D is rendered to keep them ontop and they are using standard 2D coordinates.

zawran

I just wanted to let everyone know that I have not abandoned this 3d engine of mine. I am still working on it, but various things have ment that I have had less time to code lately. I am slowly progressing though, and I am currently working on a game idea where I will be using the 3d engine, so while I am working out the details of the game setup, I am only making whatever changes is needed for the game to work, such as making the engine render to a canvas and adding methods to the mesh type that can create the types of objects that I need.

Unfortunately this also means that I really don't have much to show at the moment, but as soon as I do, I will post here ofcause. Hopefully it won't be too long.

Shockwave

The main thing is to keep dipping your toes in the water so to speak.
As long as you keep yourself familiar with the code then you shouldn't have any problems getting back into it later on.

The screenshot a few posts up looks really lovely, it will be great to see the GUI used for a completed tool in the future.
Shockwave ^ Codigos
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