Hello,
I've added a new tutorial about texture mapping :
http://wiki.lazarus.freepascal.org/B...ap_tutorial_10
Enjoy
Hello,
I've added a new tutorial about texture mapping :
http://wiki.lazarus.freepascal.org/B...ap_tutorial_10
Enjoy
Hello people,
I've added comments to BGRABitmap source code, so it's easy to browse and hopefully to understand it.
You can have a look in the last zip file (3.7) :
https://sourceforge.net/projects/lazpaint/files/src/
If something is hard to understand, tell me so I'll add more comments.
By the way, LazPaint textures look better, and blur filter is faster (the fast blur is very fast indeed).
Thanks for the update! My Spline Editor project makes good use of the BGRABitmap library. I wouldn't have had such a good looking interface if you hadn't written those tutorials.
Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.
cool
I'm looking forward to see your spline editor.
For those interested, I've added lightness shading (like Gouraud). It's on subversion. Here is screenshot.
Last edited by circular; 26-04-2011 at 05:48 PM.
Hello people,
I've added CanvasBGRA property to TBGRABitmap to allow drawing with functions that work the same as the standard Canvas but with antialiasing and alphablending. The AntialiasingMode is always taken into account and there is an Opacity property added in Pen, Brush and Font.
Makes me wonder if you plan to add FPGUI framework support. It really lacks of PNG support with alpha channels.
Well in fact I don't really understand what FPGUI is. Is it like applications that run in full screen mode and that draw windows themselves, or is it a framework that use basic window functions of different platforms to render their own controls ?
Does FPGUI has TCanvas objects and use the same Graphics unit as the standard LCL ?
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