These are chat archives for ZaneDubya/UltimaXNA

27th
Aug 2015
Zane Wagner
@ZaneDubya
Aug 27 2015 00:28 UTC
:)
heh
Well, work with what you have :)
I don't suppose that writing each gump to its own rendertarget would really kill performance; the number of gumps and thus context switches would be fairly minimal.
And I can't think of any other way to 'rewrite' pixels from only one group of rendered objects.
Jeff Boulanger
@jeffboulanger
Aug 27 2015 00:44 UTC
It would absolutely kill it, render targets are expensive in memory and context switching
U would just do what I said, would only cost you 1 render target and 1 context switch
Render scene to target, pull it off as a texture, swap to target 2, clear the scene, render a full screen quad from the initial render target, then star rendering gumps, all alpha gumps use the initial scene texture to render the faked alpha
So the cost is 2 render targets, which is really just 1 since the
One would already have existed
And 1 render target switch, and 1 full screen quad render
Very little performance hot and very small memory hit
Zane Wagner
@ZaneDubya
Aug 27 2015 01:45 UTC
Can you still do alpha over gumps though?
And we're already doing the first half of what you're talking about.
Jeff Boulanger
@jeffboulanger
Aug 27 2015 06:21 UTC
like, see one gump behind another?
Xen85
@Xen85
Aug 27 2015 10:49 UTC
but maybe i've not understood which one is the problem about transparency
items can't be transparent or gumps?
i mean blood or water can't be transparent or it's just a gump problem?
Zane Wagner
@ZaneDubya
Aug 27 2015 12:28 UTC
@jeffboulanger That's what I meant, yes.
I mean, it's not an essential feature, but it would be nice.
@Xen85 As it turns out, neither ;) It's something we're working on.
Xen85
@Xen85
Aug 27 2015 13:16 UTC
ok
thx
Zane Wagner
@ZaneDubya
Aug 27 2015 13:56 UTC
np
InjectionDev
@InjectionDev
Aug 27 2015 14:04 UTC
you guys are doing a really nice work...
Zane Wagner
@ZaneDubya
Aug 27 2015 14:04 UTC
thank you!
InjectionDev
@InjectionDev
Aug 27 2015 14:04 UTC
hope you guys get hired by EA Games and earn a lot of money :D kkkkk
Zane Wagner
@ZaneDubya
Aug 27 2015 14:04 UTC
Haha I'm not sure there's enough money to pay anyone else beyond Broadsword!
I wonder how many people are still playing UO.
Rather, how many accounts are active on the official servers.
InjectionDev
@InjectionDev
Aug 27 2015 14:06 UTC
i think OSI still strong... but not sure either
Zane Wagner
@ZaneDubya
Aug 27 2015 14:06 UTC
Here's a (good) recent article on the subject: http://www.rockpapershotgun.com/2015/06/30/ultima-online-retrospective/
InjectionDev
@InjectionDev
Aug 27 2015 14:07 UTC
you should present the project to them :D
Zane Wagner
@ZaneDubya
Aug 27 2015 14:07 UTC
Maybe when it's done? ;)
InjectionDev
@InjectionDev
Aug 27 2015 14:07 UTC
sura.. haha
sure
Zane Wagner
@ZaneDubya
Aug 27 2015 14:07 UTC
I doubt they would want to use it even if it was incredible, because it's GPL.
And it's certainly not incredible. Not yet ;)
InjectionDev
@InjectionDev
Aug 27 2015 14:09 UTC
i think the biggest problem would be to change one so old platform for them
nice article btw
Zane Wagner
@ZaneDubya
Aug 27 2015 14:11 UTC
I dig rock paper shotgun. Definitely my favorite gaming news site.
They have a quirky sense of humor. Very british.
InjectionDev
@InjectionDev
Aug 27 2015 18:44 UTC
@jeffboulanger do you have a link to that video with zooming ? :)
InjectionDev
@InjectionDev
Aug 27 2015 18:54 UTC
i found it... tkz
Jeff Boulanger
@jeffboulanger
Aug 27 2015 19:24 UTC
@ZaneDubya If you wanted transparency on gumps to see other gumps, you would ditch the render target idea all together, draw he scene first, then just draw everything else as normal with transparency on, on the device.
graphics device*
and for transparency just tile the 2x2 texture
oh actually that wouldnt work
cause it would just show the background gump behind the transparent region
nm
you would have to literally calculate the region, and draw it seperate
that could be expensive, probably cheapest to just do it the way EA does
Zane Wagner
@ZaneDubya
Aug 27 2015 20:17 UTC
I think that for transparency, as long as we draw the transparent objects last, and the depth is correct, it should work just fine.
I'll continue testing and see what happens. Maybe nothing? Maybe results!
The problem with transparent gumps is that the transparent texture - isn't itself drawn. Instead, it effects the transparency/opaqueness of the gumplings behind it but not in front of it within the same gump.
So it discards pixels in the middle of drawing.
Zane Wagner
@ZaneDubya
Aug 27 2015 20:23 UTC
But as for shadows - getting there!
Screen Shot 2015-08-27 at 3.22.10 PM.png
Zane Wagner
@ZaneDubya
Aug 27 2015 22:06 UTC
Perfect!
Screen Shot 2015-08-27 at 5.05.51 PM.png
Zane Wagner
@ZaneDubya
Aug 27 2015 22:15 UTC
...and merged!
Mobiles now have shadows!
InjectionDev
@InjectionDev
Aug 27 2015 22:17 UTC
Wow!
perfect
Callan Bryant
@naggie
Aug 27 2015 22:21 UTC
:D