No, the new stuff is mostly internal.
But the one Kadete's talking about is just a slider than folds out to reveal two more. You can have the exact same functionality with three sliders, minus the folding part.
Simple Tile Mirror Plugin
Re: Simple Tile Mirror Plugin
Got it
Thank you for the the update, will these new interface option be released so we can use them with the FFGL framework.

HIVE 8 | Quantum Laser | http://www.hive8.com
Re: Simple Tile Mirror Plugin
Hi Joris could you give me quick example.Joris wrote:1088 is the size of the texture used by the GPU, because GPUs like working with multiples of 16.
1080 is the last row of pixels containing any actual data. The other 8 rows are just filled with black.
Which pixels contain data is retrievable via GetMaxGLTexCoords. In your case, you'll need to multiply any texture coordinates by the maximum texture coordinates of 0.9926470588 (1080/1088). To be safe, that needs to happen on both the x and y axes (of course using different values for x and y!)
For maxCoords.t i would get 1088 (or what value)
how do i get the texture height the 1080 in my case?
HIVE 8 | Quantum Laser | http://www.hive8.com
Re: Simple Tile Mirror Plugin
You can get the height of a texture via texture.Height
(how hard are you slapping your forehead right now?
)
(how hard are you slapping your forehead right now?

Re: Simple Tile Mirror Plugin
Btw, maxCoords.t will be a fractional value (Height / HardwareHeight), not the actual value in pixels.
Re: Simple Tile Mirror Plugin
Joris wrote:Btw, maxCoords.t will be a fractional value (Height / HardwareHeight), not the actual value in pixels.
So i have the following which does not work
I am getting the hardware height
(float)Texture.HardwareHeight with this
then the Texture.Height
the i calculate like this
float tHeight = Texture.HardwareHeight / Texture.Height;
Which has no effect at all
I even hardcoded the value of 0.99264705882 in the
Code: Select all
glBegin(GL_QUADS);
//lower left
glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
//upper left
glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.99264705882);
glVertex2f(-1.0f, 1.0f);
//upper right
glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, 0.99264705882);
glVertex2f(1.0f, 1.0f);
//lower right
glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, 0.0f);
glVertex2f(1.0f, -1.0f);
glEnd();
Code: Select all
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float color[] = { 0.0F, 0.0F, 0.0F, 0.0F };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
if (m_MIS9) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
}
My head is bagging really hard against the desk

HIVE 8 | Quantum Laser | http://www.hive8.com
Re: Simple Tile Mirror Plugin
I formatted your text and removed the commented lines to make things easier to read.
So what are you expecting to see and what are you actually seeing? "Nothing" can mean so many things. Which is kind of ironic when you think about it.
So what are you expecting to see and what are you actually seeing? "Nothing" can mean so many things. Which is kind of ironic when you think about it.
Re: Simple Tile Mirror Plugin
If you look in the function, this is exactly what GetMaxGLTexCoords does for you. Except it does it the right way round (height/hardwareheight).float tHeight = Texture.HardwareHeight / Texture.Height;
Re: Simple Tile Mirror Plugin
Didn't see the formatted textJoris wrote:I formatted your text and removed the commented lines to make things easier to read.
So what are you expecting to see and what are you actually seeing? "Nothing" can mean so many things. Which is kind of ironic when you think about it.

here is what i have after looking at the function which does exactly what i tried to do LOL
Code: Select all
//draw the quad that will be painted by the shader/textures
//note that we are sending texture coordinates to texture unit 1..
//the vertex shader and fragment shader refer to this when querying for
//texture coordinates of the inputTexure
glBegin(GL_QUADS);
//lower left
// glScalef(1.0F - (m_xScaleS1Tex * 2.0F) + 1.0F, 1.0F - (m_yScaleS1Tex * 2.0F) + 1.0F, 0.0F);
// glMultiTexCoord2f(GL_TEXTURE0, m_STXS9 - 0.5f, 0.0f);
glMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
//glVertex2f(-1.0f, -aspect);
glVertex2f(-1.0f, -1.0f);
//upper left
glMultiTexCoord2f(GL_TEXTURE0, 0.0f, maxCoords.t);
//glVertex2f(-1.0f, aspect);
glVertex2f(-1.0f, 1.0f);
//upper right
glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, maxCoords.t);
//glVertex2f(1.0f, aspect);
glVertex2f(1.0f, 1.0f);
//lower right
//glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s * (m_STXS9 - 0.5f), 0);
glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, 0.0f);
//glVertex2f(1.0f, -aspect);
glVertex2f(1.0f, -1.0f);
glEnd();
HIVE 8 | Quantum Laser | http://www.hive8.com
Re: Simple Tile Mirror Plugin
You realise I don't know what you want to do, right? And that I haven't seen what you're seeing? Posting code is cool, but you're going to have to use words to explain your problem first.