Ambiera ForumDiscussions, Help and Support. |
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Is it possible to have a graphics and display settings menu in coppercube??? |
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??? |
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What exactly do you want your graphics menu. ability to change screen resolution, brightness, and contrast settings or what, It totally depends on you how you set up your game. you can create your own shaders and then can add them as options in the graphics menu for your coppercube projects. it is totally user-dependent. A javascript API or a function for changing the Resolution of the program externally is already planned for coppercube. |
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just_in_cause, I know how have some setting (like texture resolution , anistropic filttering , shadow guality and so on ) In graphic menu , but i dont know is it possible to have "anti alising " setting menu in game ? |
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CopperCube anti_aliasing can only be changed via the publishing settings only, this property can't be accessed with javascript api afaik but am not completely sure about this. |
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Is there any workaround to get CopperCube anti_aliasing for WebGL? Thanks. |
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You can turn anti-aliasing on/off using irrlicht.... so a dirty non-code workaround (if you really really need it) would be to duplicate all the textures (use different file-names so you can load them and also so you can tell them apart easily) - after you import the two identical sets, set one as aliased and one as anti-aliased (in irrlicht settings), then in your game's settings screen - simply use the "change texture" action to switch between the aliased/anti-aliased versions of the textures. You'd have to do this for each individual texture though - so depending on your game, this could end up being a lot of work - depends how patient you are. |
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Hey Veganpete, thanks for the feedback, but the thing is what you're talking about is texture filtering, which changes how the textures look, but the outlines/silhouettes of 3d models can still have aliasing with the texture filtering enabled/disabled, so unfortunately your method isn't very useful, but still, thanks for the feedback. |
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Yes, I see....the other way I can think of is to create 2ccb versions of the same game - one with Antialiasing enabled, the other disabled, then start/switch the relevant scene depending on menu selection. Basically that sounds like you would duplicating the same game twice though (which you probably would only want to do as a last resort - BUT I think the same resources could possibly be shared (so they don't take up twice as much space - and it would only ever be running one instance of either ccb - so it wouldn't be loading both scenes into memory if you have the settings menu as a single ccb file which then braches off and loads a different ccb game, depending on which menu-selection was made for antiaiasing etc. The ccb file itseld is usually very small- with most of the filesize being used by resources such as textures, sounds, models - but because these resources would be identical in each case, there may be a way to share the common texture/sound/model files between the 2 ccb files, using coding or setting a project folder etc? |
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Oh! I actually thought of a way to do it with code... I notice that post effects disable anti-aliasing. So in your settings menu, have an option which says "antialiasing" but when you click it, just enable (for example "Blur" post-effect) and set it to zero (so it doesn;t actually blur the screen) - this will have the side-effect of disabling antialiasing. |
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