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LP
07-11-2005, 04:54 AM
We have just released a new version of Asphyre, called Asphyre eXtreme. It contains an extensive 2D support (with easy-to-use render targets, multi-texturing and new drawing effects), new AsphyreGUI with WYSIWYG editor, documentation (CHM + Delphi Help file + Online Help) and *a lot* more.

You can view a list of Asphyre features on this page (http://www.afterwarp.com/asphyre/help/About.html).

The recent package is available at this location (http://www.afterwarp.com/forum/showthread.php?t=87).

savage
07-11-2005, 11:11 AM
Thanks LifePower, I'll try and get a news item out later today.

savage
07-11-2005, 04:22 PM
News Item posted.

LP
07-11-2005, 07:19 PM
Thanks! :)

Now let the game development begin :mrgreen:

Dan
25-11-2005, 05:10 AM
hi Lifepower,
I was just wandering, do you allow multitexturing in Asphyre?

LP
26-11-2005, 04:27 AM
Yes, for 3D to use this technique it needs a single call (Texturing.Include), which specifies an additional texture and (optionally) whether to use environment mapping. There are two examples that illustrate the effect (Multi-texturing and Skies).

For 2D, there is TMultiCanvas which uses up to 8 textures to render the image (for effects like adding alpha-channel and render target together). There is also example which illustrates this effect (PaintDrops).

Any specific reason why you are asking? :)

Dan
26-11-2005, 09:46 AM
Are you also including texture coordinates for all textures
in the vertex format when you only use one texture?

I also have my own component similar (in a way) to Asphyre,
so I was just wandering how you handle some tricky parts...

LP
26-11-2005, 05:31 PM
Are you also including texture coordinates for all textures
in the vertex format when you only use one texture?

Yes, each vertex has N texture coordinates to make N textures work in the same time. Also you have to set the correct vertex format (which might be a bit confusing).


I also have my own component similar (in a way) to Asphyre,
so I was just wandering how you handle some tricky parts...
Будет готов, покажи... :) Если что, рад помочь...

Dan
27-11-2005, 02:12 AM
The problem with keeping texture coordinates in every vertex
regardless of whether you use multitextureing or not is that
you waste a lot of memory :roll:
I guess I'll have to try and separate vertex formats while keeping
component easy to use...

<sub>компонент уже выложен, но пока тестируется,
можешь посмотреть на dan.mirg.ru. Я разобрался со скелетной анимацией,
слышал у тебя с этим были проблемы :wink: . компонент на DX9</sub>

LP
27-11-2005, 02:31 AM
The problem with keeping texture coordinates in every vertex
regardless of whether you use multitextureing or not is that
you waste a lot of memory :roll:

I agree, besides this represents a model very inefficiently. You see, if you want to skin your model, it's most likely that two faces that have 2 common vertices, although having the same coordinates may have different texture coordinates. This way, you have to duplicate vertices just so that you can store additional texture coordinates (so you have redundant vertex position, normal, etc.) However, I think this is the way Direct3D works...

P.S. In my software 3D engine made for this year's TMDC I use separate vertex, normal and texture coordinate lists (no redundancy), which not only saves some memory, but also increases performance (less transformations needed).


<sub>компонент уже выложен, но пока тестируется,
можешь посмотреть на dan.mirg.ru. Я разобрался со скелетной анимацией,
слышал у тебя с этим были проблемы :wink: . компонент на DX9</sub>
<sub>Спасибо, я через неделю проверю. А сейчас я поехал в отпуск :) Удачи...</sub>