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Grid

 
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Dec 16, 2004 6:02 pm    Post subject: Grid Reply with quote

Not sure if I mentioned this before, but is it possible to get Custom major grid sizes onto the TODO list? Very Happy Being able to have them at 10 and 12 would be very usefull.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Thu Dec 16, 2004 6:55 pm    Post subject: Reply with quote

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
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Joined: 08 Aug 2004
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PostPosted: Fri Dec 17, 2004 8:13 am    Post subject: Reply with quote

Keep 'm coming, I'll say! Especially the ones that are easy to implement Very Happy
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Daaark
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Joined: 01 Sep 2004
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Location: Ottawa, Canada

PostPosted: Fri Dec 17, 2004 7:28 pm    Post subject: Reply with quote

Paul-Jan wrote:
Keep 'm coming, I'll say! Especially the ones that are easy to implement Very Happy
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
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PostPosted: Fri Dec 17, 2004 7:43 pm    Post subject: Reply with quote

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
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Dec 17, 2004 7:46 pm    Post subject: Reply with quote

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
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PostPosted: Fri Dec 17, 2004 8:12 pm    Post subject: Reply with quote

Yes, there is TGA code somewhere in DeleD. We will activate it in version 1.0.
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Paul-Jan
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PostPosted: Fri Dec 17, 2004 8:18 pm    Post subject: Reply with quote

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
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Dec 17, 2004 8:24 pm    Post subject: Reply with quote

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. Smile
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Paul-Jan
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PostPosted: Fri Dec 17, 2004 8:32 pm    Post subject: Reply with quote

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 Smile
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