Ambiera ForumDiscussions, Help and Support. |
|
| [ 1 2 3 ] Page 2 of 3 |
|
|||||
|
On another note of success, today I was able to convert any ttf fonts you like into png and then load that png file into CopperCube to replace existing fonts. I created one API to load new fonts and another one to use it on any particular 2d overlay with adjustable size. It works well.....for my next update though... So either load new fonts (at runtime) or use the previous method to load a line of text from a pre-made texture file - both work well... |
||||
|
That's nice, thanks bro |
||||
|
The font-thing-fix gets me really excited - If it's that much simplified it'll be a huge game changer! Much looking forward to this!! |
||||
|
After spending a few days working out the best way to load correct fonts have prett much finished now. I have a method to auto load the font you want at startup and replace any existing fonts. I also have the ability to just load any font and apply to certain 2d overlays only. Also can just show certain line or lines from pre-made images and so image based text. All 3 methods work well and just finalising the API's and a few things... |
||||
|
I have finished and made a video on my new font loading API's: https://youtu.be/r3pi108cxms You can get the latest version of all of my API's using this link also: https://robo25.itch.io/coppercube-new-apis ps - thankyou to Balin Palmer for your generous donation also. cheers, Robbo |
||||
|
Hello @Robbo, for OpenGL/Glsl shader scripting CopperCube only lets us use texture slot 1. What do you think, would it be possible for you to fix the problem so that we can at least use a second texture slot 2 for any custom glsl shader programming with your upgrades CC API's? I suspect it's a problem with the OpenGL texture binding in CopperCube's source code: glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE2); glActiveTexture(GL_TEXTURE3); |
||||
|
Hi 'UpgradedCCApiFan' Most of my API's are designed to work with DirectX as I don't use OpenGL myself so I don't spend any time working out how to fix anything with it and also shaders are not really my speciality either. Some of my API's are driver independent (work with either) but some only work with DirectX Maybe JIC can have a look for you ? |
||||
|
My upgraded source code now also works with the Free version of CopperCube - from the same link above. I have just added in a new cross fading 2 textures material also for directX. It might be good for day/night cycles and a limited animated texture type of thing... |
||||
|
For the last post I was using the most recent updated Visual Studio version and this caused some problems. I have reverted it back to an older version and works better now. If you recently downloaded the files within the last week please do this again as I re-uploaded the fixed version. No known issues at the moment - enjoy. |
||||
|
Up until now the 2D overlay images cannot be faded in and out with adjustable transparency.....until now that is... Its working fine using the 'ccbSetSceneNodeProperty' API. The new property is called 'Image Alpha' with a range of 0-1. 1 means fully transparent while 0 means default transparency. For my next update.... |
||||
|
Lots of new upgrades: - 'Image Color' - like 'Image Alpha' can now be set and 2D overlay images can also have the vertex color changed if needed. - Better non shader sprite sheet texture splitiing. You can now have varying number of items per row and still work fine. Works with X and Y positions for multiple items per row and as many rows as you like also. Used to reduce number of individual textures by combining together and better for performance. - 'SoundFX' property of ccbSetSceneNodeProperty now works with all sound effects. I will try add another option to vary the intensity of each effect if possible also. Will be in my next update.... |
||||
|
Good job robbo |
||||
|
The New API's for 2D overlays and 3D sound nodes as mentioned above are available on itchio. My next video and update will have the background scene loading for a permanent menu system across all ccb file loads. |
||||
|
thanks Sikes and see me video for more: https://youtu.be/xaHpZPz7634 Note the ccbSetLine2D API is now called ccbSetImageCrop instead. |
||||
|
where are you documenting your changes? I can't trust you without documents... |
||||
| [ 1 2 3 ] Page 2 of 3 |
|
|