Post by atom0s on Jan 28, 2015 8:45:32 GMT 10
Oh, my... this project is on fast forward! Sweet!
EDIT:
Is it possible to alter the game's "native" (internal) resolution ?
From what I've noticed up to this point, in it's current state the game it's rendered internally at 1920x1440 framebuffer and up/down-sampled to whatever resolution viewport you have set in your game settings...
So, for ex. if you play at 1280x720 / original, you are effectively playing 1920x1440 down-sampled to 960x720, (2/1) which is both a good and bad thing depending on your "priorities"...
The good part it's that is basically doing a 2xAA after already being FXAA processed, and the result looks really nice and smooth... The bad part it's that it hurts performance for lower end systems...
Another thing I've noticed it's that the "Inventory Screen" is rendered at whatever resolution you have set in the game settings... which it's what I would call normal behavior... since it follows "normal rendering rules"...
Again, this has an upside and few downsides. The upside it's the lower impact on system's resources (because of "normal behavior") and the downsides are poor antialiasing, and discrepancy with "the rest of the game"...
Either rendering both in-game and inventory screen at native screen settings or at the same resolution as one another, would be good practices. Though the former would be more "universal system friendly"...
The possibility is there, but its not something I've messed with currently. My focus is more of extending the game to allow mod creations and stuff easily. But that is something that can get looked into later on.
Here is an updated screenshot of the HealthBar addon I wrote, this time this is fully using textures for the font objects:
i.imgur.com/Rvxrrmk.jpg
The texture is taken from Diablo 3, just as an example. The red bar texture is from an addon for WoW. (It's really grey, but you can alter the color of it live via the background color of the primitive.)
Just to show off the texturing abilities and such with simple font objects.
I am cleaning up the code now and preparing for a beta release. So hopefully it should be up and ready for testing soon.