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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Dec 16, 2004 6:02 pm Post subject: Grid |
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Not sure if I mentioned this before, but is it possible to get Custom major grid sizes onto the TODO list? Being able to have them at 10 and 12 would be very usefull. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu Dec 16, 2004 6:55 pm Post subject: |
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Nice one, we'll put that on the TODO list as well.
Note that we can't say anything about when these cool new features are actually implemented, only that they will be. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 17, 2004 8:13 am Post subject: |
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Keep 'm coming, I'll say! Especially the ones that are easy to implement |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Dec 17, 2004 7:28 pm Post subject: |
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Paul-Jan wrote: |
Keep 'm coming, I'll say! Especially the ones that are easy to implement |
How about TGA support so I don't have to keep making 2 copies of my textures? It's a very easy format to work with. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 17, 2004 7:43 pm Post subject: |
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I think Jeroen also had this on the todo list once upon a time as there is some rudimentary tga loading code floating somewhere in the DeleD source. Putting it on the list. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Dec 17, 2004 7:46 pm Post subject: |
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Paul-Jan wrote: |
I think Jeroen also had this on the todo list once upon a time as there is some rudimentary tga loading code floating somewhere in the DeleD source. Putting it on the list. |
The code isn't hard to write. The uncompressed TGA format is very simple. There is a header, and then just basically a raw dump of the data. There are some small things to worry about, like 24 bit or 32 bit, and if the pixels are flipped. Can just ingnore the compressed ones.
http://www.lighthouse3d.com/opengl/terrain/index.php3?tgalib Example here |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri Dec 17, 2004 8:12 pm Post subject: |
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Yes, there is TGA code somewhere in DeleD. We will activate it in version 1.0. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 17, 2004 8:18 pm Post subject: |
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Vampyre, the compressed ones are just RLE, so it shouldn't be too hard to implement. The fileformat is not the problem, it is just the nice integration with the rest of the problem that takes some time. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Dec 17, 2004 8:24 pm Post subject: |
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Paul-Jan wrote: |
Vampyre, the compressed ones are just RLE, so it shouldn't be too hard to implement. The fileformat is not the problem, it is just the nice integration with the rest of the problem that takes some time. |
A lot of tools and programs, and games use only uncompressed TGAs, it's a fairly common thing to pretend compressed TGAs don't exist. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 17, 2004 8:32 pm Post subject: |
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Oh *lol*, I thought we only did that back in the old demoscene days ("costs an extra 5 lines of code? ignore it!"). Good to know!
Same holds for compressed BMP's, it's evil stuff that you shouldn't come near |
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