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iarwain
@iarwain
@zgcrowno sure, why not, but you'll lose the contextual information when moving or resizing windows, etc...
Zachary Crownover
@zgcrowno
Ah, I didn't think about that...The only reason I even suggested it is because there's the slightest bit of lag in terms of mimicking the actual cursor position.
iarwain
@iarwain
You mean, compared to the hardware cursor?
Do you notice it when the hardware cursor's hidden?
Zachary Crownover
@zgcrowno
Right. The hardware cursor's basically 1-to-1, but when using the Nuklear cursor, it's just ever-so-slightly behind in terms of speed. It's probably just something that bothers me, as I notice it in games all across the industry, from indie to AAA.
iarwain
@iarwain
Yes, it's not something that can be changed unfortunately. The hardware cursor is refreshed independently of the actual rendering, which is usually a couple of frames behind.
Zachary Crownover
@zgcrowno
Exactly, and the hardware cursor fits just fine with my current project's aesthetics, so I was thinking I could just circumvent the issue entirely, but I don't want to mess with potentially losing that contextual information. Oh well, thanks for the heads up!
iarwain
@iarwain
My pleasure. In any case I suppose it's easy to remove the Nuklear cursor based on config if you're comfortable with the lack of contextual update. You can also change the hardware cursor directly through orx.
Zachary Crownover
@zgcrowno
I won't worry about it for now, but it's something I may mess with in the future.
mierenhoop
@mierenhoop

Hey, I just tried to compile orx for the raspberry pi and the executable and shared library are built but won't run because they might be in the wrong format? The error it gives me is this: $ ./orxd
./orxd: error while loading shared libraries: ./liborxd.so: unexpected reloc type 0x03

Some quick search recommended to compile with the -fPIC flag, but looking at the makefile it already compiles with -fPIC. Has anyone tried to compile for the raspberry pi before, or not?

Sausage Johnson
@sausagejohnson

And not png

Isn't png somewhat compressed? I suppose it could be either. Is there an advantage to offering png?

What I originally meant was: why wouldn't it be a parameter on your original Tiled exporter? Does it need to be a separate tool?

The tiled to orx exporter is written in C# and doesn't interact with the config system. I fake it with a stringbuilder. I might rewrite it at some point in orx and C.

This tool just exports the small bmp you need to load into the shader.

Sausage Johnson
@sausagejohnson
Hi @mierenhoop there is also a limitation of there not being the plugin available for the raspberry pi. From what I understand, Orx uses GLFW2 and pI uses 3, but it's not just a swap for swap. It's on the radar to work on this, it would be great to have Orx on the PI. There would be many embedded project releases possible if this was ready.
iarwain
@iarwain
@mierenhoop As @sausagejohnson said we do not have plugins for the raspberry pi at the moment. We're using GLFW3 which is not officially supported for that platform. One could either try to make it work (some people reported some success I believe) or write alternative plugins using SDL2 for example.
As for your direct issue you can check the format of the library by calling file liborxd.so
@sausagejohnson the advantage of png is actually the fact it's compressed, which is a good thing.
There's no advantage in using bmp, actually.
And I see for the exporter tool, makes sense.
We could also upgrade @thegwydd exporter to support generating the texture directly, this way it works from Tiled directly. That's something that has been on my to-do list for over a year but I never got a chance to get to it.
Sausage Johnson
@sausagejohnson
Yes I did try to find that version of tiled... I saw that it was a PR into tiled for a while but was closed by the maintainer.
I'll add an option for PNG.
iarwain
@iarwain
Was it merged before being closed?
Mmh why would you keep the bmp and have png as an option?
I'm not sure to see the use case of bmp
Sausage Johnson
@sausagejohnson

Was it merged before being closed?

Reasons are in the comments here: bjorn/tiled#1798

I'm not sure to see the use case of bmp

Not sure why I had it in my head it had to be a pure bitmap. I'll switch to png.

iarwain
@iarwain
Thanks for the link to the PR
Sausage Johnson
@sausagejohnson
No problem. The code is still available with the PR.
naroin
@naroin
my god i just undestood that gl_TexCoord[0] is the coordonate of the current point inside the WHOLE bitmap, and not just the current sprite.
That said, how could i know I'm currently at, for example, the half in height of my sprite ?
iarwain
@iarwain
For every texture parameter you declare for a shader, orx will add four float parameters called <texture>_top, <texture>_bottom, <texture>_left and <texture>_right where <texture> is the name of your texture
they'll contain the coordinates of the borders of your sprite
so, going back to your question the half in height of your sprite will be (<texture>_top + <texture>_bottom) / 2.0
Sausage Johnson
@sausagejohnson
In progress version of orxImageMap: https://gitlab.com/sausagejohnson/orximagemap
FullyBugged
@FullyBugged

In progress version of orxImageMap: https://gitlab.com/sausagejohnson/orximagemap

Nice!

naroin
@naroin
@iarwain thanks !
iarwain
@iarwain
My pleasure!
Philippe Simons
@loki666
not that I want to drive anyone from this community to an other engine, but Defold went opensource recently https://defold.com/opensource/
iarwain
@iarwain
yep, saw that, did you get a chance to try it?
Philippe Simons
@loki666
not since it's opensource, but I did create a small remake of an old game I lost the source
not finished
iarwain
@iarwain
what was your experience with it?
ie. what are the interesting features that orx would benefit from it?
Philippe Simons
@loki666
mainly the scene editor / IDE
there also alot of community plugin, for scene management and UI widgets
iarwain
@iarwain
Ok, so nothing really specific to defold compared to other solutions like unity or godot?
Philippe Simons
@loki666
no, but it's probably simpler since Defold is 2D oriented (even if you can still hack 3D ala ORX)
iarwain
@iarwain
I'll give it a try eventually, but I tend to really dislike those IDEs, at least Unreal, Unity and Godot, I find them very confusing and cumbersome
Philippe Simons
@loki666
same for Unreal, Unity and Godot, but with Defold, it was okayish (after going through the doc)
iarwain
@iarwain
I'll definitely check it then